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beginning work on mod_generatelightmaps command
[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         for (i = 0;i < nummodels;i++)
95         {
96                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
97                 {
98                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
99                         {
100                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
101                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
102                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
103                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
104                         }
105                         if (mod->brush.solidskyskinframe)
106                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
107                         if (mod->brush.alphaskyskinframe)
108                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
109                 }
110         }
111
112         if (!cl_stainmaps_clearonload.integer)
113                 return;
114
115         for (i = 0;i < nummodels;i++)
116         {
117                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
118                 {
119                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
120                         {
121                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
122                                 {
123                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
124                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
125                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
126                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
127                                 }
128                         }
129                 }
130         }
131 }
132
133 /*
134 ===============
135 Mod_Init
136 ===============
137 */
138 static void Mod_Print(void);
139 static void Mod_Precache (void);
140 static void Mod_Decompile_f(void);
141 static void Mod_BuildVBOs(void);
142 static void Mod_GenerateLightmaps_f(void);
143 void Mod_Init (void)
144 {
145         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
146         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
147
148         Mod_BrushInit();
149         Mod_AliasInit();
150         Mod_SpriteInit();
151
152         Cvar_RegisterVariable(&r_mipskins);
153         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
154         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
155         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
156         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
157 }
158
159 void Mod_RenderInit(void)
160 {
161         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
162 }
163
164 void Mod_UnloadModel (dp_model_t *mod)
165 {
166         char name[MAX_QPATH];
167         qboolean used;
168         dp_model_t *parentmodel;
169
170         if (developer_loading.integer)
171                 Con_Printf("unloading model %s\n", mod->name);
172
173         strlcpy(name, mod->name, sizeof(name));
174         parentmodel = mod->brush.parentmodel;
175         used = mod->used;
176         if (mod->surfmesh.ebo3i)
177                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
178         if (mod->surfmesh.ebo3s)
179                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
180         if (mod->surfmesh.vbo)
181                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
182         // free textures/memory attached to the model
183         R_FreeTexturePool(&mod->texturepool);
184         Mem_FreePool(&mod->mempool);
185         // clear the struct to make it available
186         memset(mod, 0, sizeof(dp_model_t));
187         // restore the fields we want to preserve
188         strlcpy(mod->name, name, sizeof(mod->name));
189         mod->brush.parentmodel = parentmodel;
190         mod->used = used;
191         mod->loaded = false;
192 }
193
194 void R_Model_Null_Draw(entity_render_t *ent)
195 {
196         return;
197 }
198
199
200 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
201
202 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
203 {
204         const char *bufptr;
205         int start, len;
206         float fps;
207         unsigned int i;
208         qboolean loop;
209
210         bufptr = buf;
211         i = 0;
212         for(;;)
213         {
214                 // an anim scene!
215                 if (!COM_ParseToken_Simple(&bufptr, true, false))
216                         break;
217                 if (!strcmp(com_token, "\n"))
218                         continue; // empty line
219                 start = atoi(com_token);
220                 if (!COM_ParseToken_Simple(&bufptr, true, false))
221                         break;
222                 if (!strcmp(com_token, "\n"))
223                 {
224                         Con_Printf("framegroups file: missing number of frames\n");
225                         continue;
226                 }
227                 len = atoi(com_token);
228                 if (!COM_ParseToken_Simple(&bufptr, true, false))
229                         break;
230                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
231                 if (strcmp(com_token, "\n"))
232                 {
233                         fps = atof(com_token);
234                         if (!COM_ParseToken_Simple(&bufptr, true, false))
235                                 break;
236                         if (strcmp(com_token, "\n"))
237                                 loop = atoi(com_token) != 0;
238                         else
239                                 loop = true;
240                 }
241                 else
242                 {
243                         fps = 20;
244                         loop = true;
245                 }
246
247                 if(cb)
248                         cb(i, start, len, fps, loop, pass);
249                 ++i;
250         }
251
252         return i;
253 }
254
255 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
256 {
257         unsigned int *cnt = (unsigned int *) pass;
258         ++*cnt;
259 }
260
261 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
262 {
263         dp_model_t *mod = (dp_model_t *) pass;
264         animscene_t *anim = &mod->animscenes[i];
265         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
266         anim->firstframe = bound(0, start, mod->num_poses - 1);
267         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
268         anim->framerate = max(1, fps);
269         anim->loop = !!loop;
270         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
271 }
272
273 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
274 {
275         unsigned int cnt;
276
277         // 0. count
278         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
279         if(!cnt)
280         {
281                 Con_Printf("no scene found in framegroups file, aborting\n");
282                 return;
283         }
284         mod->numframes = cnt;
285
286         // 1. reallocate
287         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
288         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
289
290         // 2. parse
291         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
292 }
293
294 /*
295 ==================
296 Mod_LoadModel
297
298 Loads a model
299 ==================
300 */
301 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
302 {
303         int num;
304         unsigned int crc;
305         void *buf;
306         fs_offset_t filesize;
307
308         mod->used = true;
309
310         if (mod->name[0] == '*') // submodel
311                 return mod;
312         
313         if (!strcmp(mod->name, "null"))
314         {
315                 if(mod->loaded)
316                         return mod;
317
318                 if (mod->loaded || mod->mempool)
319                         Mod_UnloadModel(mod);
320
321                 if (developer_loading.integer)
322                         Con_Printf("loading model %s\n", mod->name);
323
324                 mod->used = true;
325                 mod->crc = (unsigned int)-1;
326                 mod->loaded = false;
327
328                 VectorClear(mod->normalmins);
329                 VectorClear(mod->normalmaxs);
330                 VectorClear(mod->yawmins);
331                 VectorClear(mod->yawmaxs);
332                 VectorClear(mod->rotatedmins);
333                 VectorClear(mod->rotatedmaxs);
334
335                 mod->modeldatatypestring = "null";
336                 mod->type = mod_null;
337                 mod->Draw = R_Model_Null_Draw;
338                 mod->numframes = 2;
339                 mod->numskins = 1;
340
341                 // no fatal errors occurred, so this model is ready to use.
342                 mod->loaded = true;
343
344                 return mod;
345         }
346
347         crc = 0;
348         buf = NULL;
349
350         // even if the model is loaded it still may need reloading...
351
352         // if it is not loaded or checkdisk is true we need to calculate the crc
353         if (!mod->loaded || checkdisk)
354         {
355                 if (checkdisk && mod->loaded)
356                         Con_DPrintf("checking model %s\n", mod->name);
357                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
358                 if (buf)
359                 {
360                         crc = CRC_Block((unsigned char *)buf, filesize);
361                         // we need to reload the model if the crc does not match
362                         if (mod->crc != crc)
363                                 mod->loaded = false;
364                 }
365         }
366
367         // if the model is already loaded and checks passed, just return
368         if (mod->loaded)
369         {
370                 if (buf)
371                         Mem_Free(buf);
372                 return mod;
373         }
374
375         if (developer_loading.integer)
376                 Con_Printf("loading model %s\n", mod->name);
377         
378         SCR_PushLoadingScreen(true, mod->name, 1);
379
380         // LordHavoc: unload the existing model in this slot (if there is one)
381         if (mod->loaded || mod->mempool)
382                 Mod_UnloadModel(mod);
383
384         // load the model
385         mod->used = true;
386         mod->crc = crc;
387         // errors can prevent the corresponding mod->loaded = true;
388         mod->loaded = false;
389
390         // default model radius and bounding box (mainly for missing models)
391         mod->radius = 16;
392         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
393         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
394         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
395         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
396         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
397         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
398
399         if (!q3shaders_mem)
400         {
401                 // load q3 shaders for the first time, or after a level change
402                 Mod_LoadQ3Shaders();
403         }
404
405         if (buf)
406         {
407                 char *bufend = (char *)buf + filesize;
408
409                 // all models use memory, so allocate a memory pool
410                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
411
412                 num = LittleLong(*((int *)buf));
413                 // call the apropriate loader
414                 loadmodel = mod;
415                      if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
416                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
417                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
418                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
419                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
420                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
421                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
422                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
423                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
424                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
425                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
426                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
427                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
428                 Mem_Free(buf);
429
430                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
431                 if(buf)
432                 {
433                         Mod_FrameGroupify(mod, (const char *)buf);
434                         Mem_Free(buf);
435                 }
436
437                 Mod_BuildVBOs();
438         }
439         else if (crash)
440         {
441                 // LordHavoc: Sys_Error was *ANNOYING*
442                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
443         }
444
445         // no fatal errors occurred, so this model is ready to use.
446         mod->loaded = true;
447
448         SCR_PopLoadingScreen(false);
449
450         return mod;
451 }
452
453 void Mod_ClearUsed(void)
454 {
455         int i;
456         int nummodels = Mem_ExpandableArray_IndexRange(&models);
457         dp_model_t *mod;
458         for (i = 0;i < nummodels;i++)
459                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
460                         mod->used = false;
461 }
462
463 void Mod_PurgeUnused(void)
464 {
465         int i;
466         int nummodels = Mem_ExpandableArray_IndexRange(&models);
467         dp_model_t *mod;
468         for (i = 0;i < nummodels;i++)
469         {
470                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
471                 {
472                         Mod_UnloadModel(mod);
473                         Mem_ExpandableArray_FreeRecord(&models, mod);
474                 }
475         }
476 }
477
478 /*
479 ==================
480 Mod_FindName
481
482 ==================
483 */
484 dp_model_t *Mod_FindName(const char *name, const char *parentname)
485 {
486         int i;
487         int nummodels;
488         dp_model_t *mod;
489
490         if (!parentname)
491                 parentname = "";
492
493         // if we're not dedicatd, the renderer calls will crash without video
494         Host_StartVideo();
495
496         nummodels = Mem_ExpandableArray_IndexRange(&models);
497
498         if (!name[0])
499                 Host_Error ("Mod_ForName: NULL name");
500
501         // search the currently loaded models
502         for (i = 0;i < nummodels;i++)
503         {
504                 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))))
505                 {
506                         mod->used = true;
507                         return mod;
508                 }
509         }
510
511         // no match found, create a new one
512         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
513         strlcpy(mod->name, name, sizeof(mod->name));
514         if (parentname[0])
515                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
516         else
517                 mod->brush.parentmodel = NULL;
518         mod->loaded = false;
519         mod->used = true;
520         return mod;
521 }
522
523 /*
524 ==================
525 Mod_ForName
526
527 Loads in a model for the given name
528 ==================
529 */
530 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
531 {
532         dp_model_t *model;
533         model = Mod_FindName(name, parentname);
534         if (!model->loaded || checkdisk)
535                 Mod_LoadModel(model, crash, checkdisk);
536         return model;
537 }
538
539 /*
540 ==================
541 Mod_Reload
542
543 Reloads all models if they have changed
544 ==================
545 */
546 void Mod_Reload(void)
547 {
548         int i, count;
549         int nummodels = Mem_ExpandableArray_IndexRange(&models);
550         dp_model_t *mod;
551
552         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
553         count = 0;
554         for (i = 0;i < nummodels;i++)
555                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
556                         ++count;
557         for (i = 0;i < nummodels;i++)
558                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
559                 {
560                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
561                         Mod_LoadModel(mod, true, true);
562                         SCR_PopLoadingScreen(false);
563                 }
564         SCR_PopLoadingScreen(false);
565 }
566
567 unsigned char *mod_base;
568
569
570 //=============================================================================
571
572 /*
573 ================
574 Mod_Print
575 ================
576 */
577 static void Mod_Print(void)
578 {
579         int i;
580         int nummodels = Mem_ExpandableArray_IndexRange(&models);
581         dp_model_t *mod;
582
583         Con_Print("Loaded models:\n");
584         for (i = 0;i < nummodels;i++)
585         {
586                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
587                 {
588                         if (mod->brush.numsubmodels)
589                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
590                         else
591                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
592                 }
593         }
594 }
595
596 /*
597 ================
598 Mod_Precache
599 ================
600 */
601 static void Mod_Precache(void)
602 {
603         if (Cmd_Argc() == 2)
604                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
605         else
606                 Con_Print("usage: modelprecache <filename>\n");
607 }
608
609 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
610 {
611         int i, count;
612         unsigned char *used;
613         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
614         memset(used, 0, numvertices);
615         for (i = 0;i < numelements;i++)
616                 used[elements[i]] = 1;
617         for (i = 0, count = 0;i < numvertices;i++)
618                 remapvertices[i] = used[i] ? count++ : -1;
619         Mem_Free(used);
620         return count;
621 }
622
623 #if 1
624 // fast way, using an edge hash
625 #define TRIANGLEEDGEHASH 8192
626 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
627 {
628         int i, j, p, e1, e2, *n, hashindex, count, match;
629         const int *e;
630         typedef struct edgehashentry_s
631         {
632                 struct edgehashentry_s *next;
633                 int triangle;
634                 int element[2];
635         }
636         edgehashentry_t;
637         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
638         memset(edgehash, 0, sizeof(edgehash));
639         edgehashentries = edgehashentriesbuffer;
640         // if there are too many triangles for the stack array, allocate larger buffer
641         if (numtriangles > TRIANGLEEDGEHASH)
642                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
643         // find neighboring triangles
644         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
645         {
646                 for (j = 0, p = 2;j < 3;p = j, j++)
647                 {
648                         e1 = e[p];
649                         e2 = e[j];
650                         // this hash index works for both forward and backward edges
651                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
652                         hash = edgehashentries + i * 3 + j;
653                         hash->next = edgehash[hashindex];
654                         edgehash[hashindex] = hash;
655                         hash->triangle = i;
656                         hash->element[0] = e1;
657                         hash->element[1] = e2;
658                 }
659         }
660         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
661         {
662                 for (j = 0, p = 2;j < 3;p = j, j++)
663                 {
664                         e1 = e[p];
665                         e2 = e[j];
666                         // this hash index works for both forward and backward edges
667                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
668                         count = 0;
669                         match = -1;
670                         for (hash = edgehash[hashindex];hash;hash = hash->next)
671                         {
672                                 if (hash->element[0] == e2 && hash->element[1] == e1)
673                                 {
674                                         if (hash->triangle != i)
675                                                 match = hash->triangle;
676                                         count++;
677                                 }
678                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
679                                         count++;
680                         }
681                         // detect edges shared by three triangles and make them seams
682                         if (count > 2)
683                                 match = -1;
684                         n[p] = match;
685                 }
686
687                 // also send a keepalive here (this can take a while too!)
688                 CL_KeepaliveMessage(false);
689         }
690         // free the allocated buffer
691         if (edgehashentries != edgehashentriesbuffer)
692                 Mem_Free(edgehashentries);
693 }
694 #else
695 // very slow but simple way
696 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
697 {
698         int i, match, count;
699         count = 0;
700         match = -1;
701         for (i = 0;i < numtriangles;i++, elements += 3)
702         {
703                      if ((elements[0] == start && elements[1] == end)
704                       || (elements[1] == start && elements[2] == end)
705                       || (elements[2] == start && elements[0] == end))
706                 {
707                         if (i != ignore)
708                                 match = i;
709                         count++;
710                 }
711                 else if ((elements[1] == start && elements[0] == end)
712                       || (elements[2] == start && elements[1] == end)
713                       || (elements[0] == start && elements[2] == end))
714                         count++;
715         }
716         // detect edges shared by three triangles and make them seams
717         if (count > 2)
718                 match = -1;
719         return match;
720 }
721
722 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
723 {
724         int i, *n;
725         const int *e;
726         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
727         {
728                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
729                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
730                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
731         }
732 }
733 #endif
734
735 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
736 {
737         int i, warned = false, endvertex = firstvertex + numverts;
738         for (i = 0;i < numtriangles * 3;i++)
739         {
740                 if (elements[i] < firstvertex || elements[i] >= endvertex)
741                 {
742                         if (!warned)
743                         {
744                                 warned = true;
745                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
746                         }
747                         elements[i] = firstvertex;
748                 }
749         }
750 }
751
752 // warning: this is an expensive function!
753 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
754 {
755         int i, j;
756         const int *element;
757         float *vectorNormal;
758         float areaNormal[3];
759         // clear the vectors
760         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
761         // process each vertex of each triangle and accumulate the results
762         // use area-averaging, to make triangles with a big area have a bigger
763         // weighting on the vertex normal than triangles with a small area
764         // to do so, just add the 'normals' together (the bigger the area
765         // the greater the length of the normal is
766         element = elements;
767         for (i = 0; i < numtriangles; i++, element += 3)
768         {
769                 TriangleNormal(
770                         vertex3f + element[0] * 3,
771                         vertex3f + element[1] * 3,
772                         vertex3f + element[2] * 3,
773                         areaNormal
774                         );
775
776                 if (!areaweighting)
777                         VectorNormalize(areaNormal);
778
779                 for (j = 0;j < 3;j++)
780                 {
781                         vectorNormal = normal3f + element[j] * 3;
782                         vectorNormal[0] += areaNormal[0];
783                         vectorNormal[1] += areaNormal[1];
784                         vectorNormal[2] += areaNormal[2];
785                 }
786         }
787         // and just normalize the accumulated vertex normal in the end
788         vectorNormal = normal3f + 3 * firstvertex;
789         for (i = 0; i < numvertices; i++, vectorNormal += 3)
790                 VectorNormalize(vectorNormal);
791 }
792
793 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)
794 {
795         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
796         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
797         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
798
799         // 6 multiply, 9 subtract
800         VectorSubtract(v1, v0, v10);
801         VectorSubtract(v2, v0, v20);
802         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
803         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
804         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
805         // 12 multiply, 10 subtract
806         tc10[1] = tc1[1] - tc0[1];
807         tc20[1] = tc2[1] - tc0[1];
808         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
809         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
810         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
811         tc10[0] = tc1[0] - tc0[0];
812         tc20[0] = tc2[0] - tc0[0];
813         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
814         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
815         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
816         // 12 multiply, 4 add, 6 subtract
817         f = DotProduct(svector3f, normal3f);
818         svector3f[0] -= f * normal3f[0];
819         svector3f[1] -= f * normal3f[1];
820         svector3f[2] -= f * normal3f[2];
821         f = DotProduct(tvector3f, normal3f);
822         tvector3f[0] -= f * normal3f[0];
823         tvector3f[1] -= f * normal3f[1];
824         tvector3f[2] -= f * normal3f[2];
825         // if texture is mapped the wrong way (counterclockwise), the tangents
826         // have to be flipped, this is detected by calculating a normal from the
827         // two tangents, and seeing if it is opposite the surface normal
828         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
829         CrossProduct(tvector3f, svector3f, tangentcross);
830         if (DotProduct(tangentcross, normal3f) < 0)
831         {
832                 VectorNegate(svector3f, svector3f);
833                 VectorNegate(tvector3f, tvector3f);
834         }
835 }
836
837 // warning: this is a very expensive function!
838 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)
839 {
840         int i, tnum;
841         float sdir[3], tdir[3], normal[3], *sv, *tv;
842         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
843         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
844         const int *e;
845         // clear the vectors
846         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
847         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
848         // process each vertex of each triangle and accumulate the results
849         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
850         {
851                 v0 = vertex3f + e[0] * 3;
852                 v1 = vertex3f + e[1] * 3;
853                 v2 = vertex3f + e[2] * 3;
854                 tc0 = texcoord2f + e[0] * 2;
855                 tc1 = texcoord2f + e[1] * 2;
856                 tc2 = texcoord2f + e[2] * 2;
857
858                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
859                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
860
861                 // calculate the edge directions and surface normal
862                 // 6 multiply, 9 subtract
863                 VectorSubtract(v1, v0, v10);
864                 VectorSubtract(v2, v0, v20);
865                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
866                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
867                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
868
869                 // calculate the tangents
870                 // 12 multiply, 10 subtract
871                 tc10[1] = tc1[1] - tc0[1];
872                 tc20[1] = tc2[1] - tc0[1];
873                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
874                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
875                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
876                 tc10[0] = tc1[0] - tc0[0];
877                 tc20[0] = tc2[0] - tc0[0];
878                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
879                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
880                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
881
882                 // if texture is mapped the wrong way (counterclockwise), the tangents
883                 // have to be flipped, this is detected by calculating a normal from the
884                 // two tangents, and seeing if it is opposite the surface normal
885                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
886                 CrossProduct(tdir, sdir, tangentcross);
887                 if (DotProduct(tangentcross, normal) < 0)
888                 {
889                         VectorNegate(sdir, sdir);
890                         VectorNegate(tdir, tdir);
891                 }
892
893                 if (!areaweighting)
894                 {
895                         VectorNormalize(sdir);
896                         VectorNormalize(tdir);
897                 }
898                 for (i = 0;i < 3;i++)
899                 {
900                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
901                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
902                 }
903         }
904         // make the tangents completely perpendicular to the surface normal, and
905         // then normalize them
906         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
907         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
908         {
909                 f = -DotProduct(sv, n);
910                 VectorMA(sv, f, n, sv);
911                 VectorNormalize(sv);
912                 f = -DotProduct(tv, n);
913                 VectorMA(tv, f, n, tv);
914                 VectorNormalize(tv);
915         }
916 }
917
918 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
919 {
920         unsigned char *data;
921         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));
922         loadmodel->surfmesh.num_vertices = numvertices;
923         loadmodel->surfmesh.num_triangles = numtriangles;
924         if (loadmodel->surfmesh.num_vertices)
925         {
926                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
927                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
928                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
929                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
930                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
931                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
932                 if (vertexcolors)
933                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
934                 if (lightmapoffsets)
935                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
936         }
937         if (loadmodel->surfmesh.num_triangles)
938         {
939                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
940                 if (neighbors)
941                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
942                 if (loadmodel->surfmesh.num_vertices <= 65536)
943                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
944         }
945 }
946
947 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)
948 {
949         shadowmesh_t *newmesh;
950         unsigned char *data;
951         int size;
952         size = sizeof(shadowmesh_t);
953         size += maxverts * sizeof(float[3]);
954         if (light)
955                 size += maxverts * sizeof(float[11]);
956         size += maxtriangles * sizeof(int[3]);
957         if (maxverts <= 65536)
958                 size += maxtriangles * sizeof(unsigned short[3]);
959         if (neighbors)
960                 size += maxtriangles * sizeof(int[3]);
961         if (expandable)
962                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
963         data = (unsigned char *)Mem_Alloc(mempool, size);
964         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
965         newmesh->map_diffuse = map_diffuse;
966         newmesh->map_specular = map_specular;
967         newmesh->map_normal = map_normal;
968         newmesh->maxverts = maxverts;
969         newmesh->maxtriangles = maxtriangles;
970         newmesh->numverts = 0;
971         newmesh->numtriangles = 0;
972         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
973         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
974
975         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
976         if (light)
977         {
978                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
979                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
980                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
981                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
982         }
983         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
984         if (neighbors)
985         {
986                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
987         }
988         if (expandable)
989         {
990                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
991                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
992         }
993         if (maxverts <= 65536)
994                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
995         return newmesh;
996 }
997
998 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
999 {
1000         shadowmesh_t *newmesh;
1001         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1002         newmesh->numverts = oldmesh->numverts;
1003         newmesh->numtriangles = oldmesh->numtriangles;
1004         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1005         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1006
1007         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1008         if (newmesh->svector3f && oldmesh->svector3f)
1009         {
1010                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1011                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1012                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1013                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1014         }
1015         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1016         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1017                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1018         return newmesh;
1019 }
1020
1021 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1022 {
1023         int hashindex, vnum;
1024         shadowmeshvertexhash_t *hash;
1025         // this uses prime numbers intentionally
1026         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1027         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1028         {
1029                 vnum = (hash - mesh->vertexhashentries);
1030                 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]))
1031                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1032                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1033                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1034                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1035                         return hash - mesh->vertexhashentries;
1036         }
1037         vnum = mesh->numverts++;
1038         hash = mesh->vertexhashentries + vnum;
1039         hash->next = mesh->vertexhashtable[hashindex];
1040         mesh->vertexhashtable[hashindex] = hash;
1041         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1042         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1043         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1044         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1045         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1046         return vnum;
1047 }
1048
1049 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1050 {
1051         if (mesh->numtriangles == 0)
1052         {
1053                 // set the properties on this empty mesh to be more favorable...
1054                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1055                 mesh->map_diffuse = map_diffuse;
1056                 mesh->map_specular = map_specular;
1057                 mesh->map_normal = map_normal;
1058         }
1059         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)
1060         {
1061                 if (mesh->next == NULL)
1062                         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);
1063                 mesh = mesh->next;
1064         }
1065         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1066         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1067         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1068         mesh->numtriangles++;
1069 }
1070
1071 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)
1072 {
1073         int i, j, e;
1074         float vbuf[3*14], *v;
1075         memset(vbuf, 0, sizeof(vbuf));
1076         for (i = 0;i < numtris;i++)
1077         {
1078                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1079                 {
1080                         e = *element3i++;
1081                         if (vertex3f)
1082                         {
1083                                 v[0] = vertex3f[e * 3 + 0];
1084                                 v[1] = vertex3f[e * 3 + 1];
1085                                 v[2] = vertex3f[e * 3 + 2];
1086                         }
1087                         if (svector3f)
1088                         {
1089                                 v[3] = svector3f[e * 3 + 0];
1090                                 v[4] = svector3f[e * 3 + 1];
1091                                 v[5] = svector3f[e * 3 + 2];
1092                         }
1093                         if (tvector3f)
1094                         {
1095                                 v[6] = tvector3f[e * 3 + 0];
1096                                 v[7] = tvector3f[e * 3 + 1];
1097                                 v[8] = tvector3f[e * 3 + 2];
1098                         }
1099                         if (normal3f)
1100                         {
1101                                 v[9] = normal3f[e * 3 + 0];
1102                                 v[10] = normal3f[e * 3 + 1];
1103                                 v[11] = normal3f[e * 3 + 2];
1104                         }
1105                         if (texcoord2f)
1106                         {
1107                                 v[12] = texcoord2f[e * 2 + 0];
1108                                 v[13] = texcoord2f[e * 2 + 1];
1109                         }
1110                 }
1111                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1112         }
1113
1114         // the triangle calculation can take a while, so let's do a keepalive here
1115         CL_KeepaliveMessage(false);
1116 }
1117
1118 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)
1119 {
1120         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1121         CL_KeepaliveMessage(false);
1122
1123         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1124 }
1125
1126 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1127 {
1128         if (!gl_support_arb_vertex_buffer_object)
1129                 return;
1130
1131         // element buffer is easy because it's just one array
1132         if (mesh->numtriangles)
1133         {
1134                 if (mesh->element3s)
1135                         mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1136                 else
1137                         mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1138         }
1139
1140         // vertex buffer is several arrays and we put them in the same buffer
1141         //
1142         // is this wise?  the texcoordtexture2f array is used with dynamic
1143         // vertex/svector/tvector/normal when rendering animated models, on the
1144         // other hand animated models don't use a lot of vertices anyway...
1145         if (mesh->numverts)
1146         {
1147                 size_t size;
1148                 unsigned char *mem;
1149                 size = 0;
1150                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1151                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1152                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1153                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1154                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1155                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1156                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1157                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1158                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1159                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1160                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1161                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1162                 Mem_Free(mem);
1163         }
1164 }
1165
1166 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1167 {
1168         shadowmesh_t *mesh, *newmesh, *nextmesh;
1169         // reallocate meshs to conserve space
1170         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1171         {
1172                 nextmesh = mesh->next;
1173                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1174                 {
1175                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1176                         newmesh->next = firstmesh;
1177                         firstmesh = newmesh;
1178                         if (newmesh->element3s)
1179                         {
1180                                 int i;
1181                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1182                                         newmesh->element3s[i] = newmesh->element3i[i];
1183                         }
1184                         if (createvbo)
1185                                 Mod_ShadowMesh_CreateVBOs(newmesh);
1186                 }
1187                 Mem_Free(mesh);
1188         }
1189
1190         // this can take a while, so let's do a keepalive here
1191         CL_KeepaliveMessage(false);
1192
1193         return firstmesh;
1194 }
1195
1196 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1197 {
1198         int i;
1199         shadowmesh_t *mesh;
1200         vec3_t nmins, nmaxs, ncenter, temp;
1201         float nradius2, dist2, *v;
1202         VectorClear(nmins);
1203         VectorClear(nmaxs);
1204         // calculate bbox
1205         for (mesh = firstmesh;mesh;mesh = mesh->next)
1206         {
1207                 if (mesh == firstmesh)
1208                 {
1209                         VectorCopy(mesh->vertex3f, nmins);
1210                         VectorCopy(mesh->vertex3f, nmaxs);
1211                 }
1212                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1213                 {
1214                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1215                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1216                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1217                 }
1218         }
1219         // calculate center and radius
1220         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1221         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1222         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1223         nradius2 = 0;
1224         for (mesh = firstmesh;mesh;mesh = mesh->next)
1225         {
1226                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1227                 {
1228                         VectorSubtract(v, ncenter, temp);
1229                         dist2 = DotProduct(temp, temp);
1230                         if (nradius2 < dist2)
1231                                 nradius2 = dist2;
1232                 }
1233         }
1234         // return data
1235         if (mins)
1236                 VectorCopy(nmins, mins);
1237         if (maxs)
1238                 VectorCopy(nmaxs, maxs);
1239         if (center)
1240                 VectorCopy(ncenter, center);
1241         if (radius)
1242                 *radius = sqrt(nradius2);
1243 }
1244
1245 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1246 {
1247         shadowmesh_t *nextmesh;
1248         for (;mesh;mesh = nextmesh)
1249         {
1250                 if (mesh->ebo3i)
1251                         R_Mesh_DestroyBufferObject(mesh->ebo3i);
1252                 if (mesh->ebo3s)
1253                         R_Mesh_DestroyBufferObject(mesh->ebo3s);
1254                 if (mesh->vbo)
1255                         R_Mesh_DestroyBufferObject(mesh->vbo);
1256                 nextmesh = mesh->next;
1257                 Mem_Free(mesh);
1258         }
1259 }
1260
1261 void Mod_CreateCollisionMesh(dp_model_t *mod)
1262 {
1263         int k;
1264         int numcollisionmeshtriangles;
1265         const msurface_t *surface;
1266         mempool_t *mempool = mod->mempool;
1267         if (!mempool && mod->brush.parentmodel)
1268                 mempool = mod->brush.parentmodel->mempool;
1269         // make a single combined collision mesh for physics engine use
1270         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1271         numcollisionmeshtriangles = 0;
1272         for (k = 0;k < mod->nummodelsurfaces;k++)
1273         {
1274                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1275                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1276                         continue;
1277                 numcollisionmeshtriangles += surface->num_triangles;
1278         }
1279         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1280         for (k = 0;k < mod->nummodelsurfaces;k++)
1281         {
1282                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1283                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1284                         continue;
1285                 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1286         }
1287         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1288 }
1289
1290 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)
1291 {
1292         float v[3], tc[3];
1293         v[0] = ix;
1294         v[1] = iy;
1295         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1296                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1297         else
1298                 v[2] = 0;
1299         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1300         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1301         texcoord2f[0] = tc[0];
1302         texcoord2f[1] = tc[1];
1303 }
1304
1305 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)
1306 {
1307         float vup[3], vdown[3], vleft[3], vright[3];
1308         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1309         float sv[3], tv[3], nl[3];
1310         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1311         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1312         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1313         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1314         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1315         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1316         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1317         VectorAdd(svector3f, sv, svector3f);
1318         VectorAdd(tvector3f, tv, tvector3f);
1319         VectorAdd(normal3f, nl, normal3f);
1320         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1321         VectorAdd(svector3f, sv, svector3f);
1322         VectorAdd(tvector3f, tv, tvector3f);
1323         VectorAdd(normal3f, nl, normal3f);
1324         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1325         VectorAdd(svector3f, sv, svector3f);
1326         VectorAdd(tvector3f, tv, tvector3f);
1327         VectorAdd(normal3f, nl, normal3f);
1328 }
1329
1330 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)
1331 {
1332         int x, y, ix, iy, *e;
1333         e = element3i;
1334         for (y = 0;y < height;y++)
1335         {
1336                 for (x = 0;x < width;x++)
1337                 {
1338                         e[0] = (y + 1) * (width + 1) + (x + 0);
1339                         e[1] = (y + 0) * (width + 1) + (x + 0);
1340                         e[2] = (y + 1) * (width + 1) + (x + 1);
1341                         e[3] = (y + 0) * (width + 1) + (x + 0);
1342                         e[4] = (y + 0) * (width + 1) + (x + 1);
1343                         e[5] = (y + 1) * (width + 1) + (x + 1);
1344                         e += 6;
1345                 }
1346         }
1347         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1348         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1349                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1350                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1351 }
1352
1353 #if 0
1354 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1355 {
1356         float mins[3];
1357         float maxs[3];
1358         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1359         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1360         float viewvector[3];
1361         unsigned int firstvertex;
1362         unsigned int *e;
1363         float *v;
1364         if (chunkwidth < 2 || chunkheight < 2)
1365                 return;
1366         VectorSet(mins, model->terrain.mins[0] +  x    * stepsize * model->terrain.scale[0], model->terrain.mins[1] +  y    * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1367         VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1368         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1369         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1370         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1371         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1372         {
1373                 // too close for this stepsize, emit as 4 chunks instead
1374                 stepsize /= 2;
1375                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1376                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1377                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1378                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1379                 return;
1380         }
1381         // emit the geometry at stepsize into our vertex buffer / index buffer
1382         // we add two columns and two rows for skirt
1383         outwidth = chunkwidth+2;
1384         outheight = chunkheight+2;
1385         outwidth2 = outwidth-1;
1386         outheight2 = outheight-1;
1387         outwidth3 = outwidth+1;
1388         outheight3 = outheight+1;
1389         firstvertex = numvertices;
1390         e = model->terrain.element3i + numtriangles;
1391         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1392         v = model->terrain.vertex3f + numvertices;
1393         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1394         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1395         for (ty = 0;ty < outheight;ty++)
1396         {
1397                 for (tx = 0;tx < outwidth;tx++)
1398                 {
1399                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1400                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1401                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1402                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1403                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1404                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1405                 }
1406         }
1407         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1408         for (ty = 0;ty <= outheight;ty++)
1409         {
1410                 skirtrow = ty == 0 || ty == outheight;
1411                 ry = y+bound(1, ty, outheight)*stepsize;
1412                 for (tx = 0;tx <= outwidth;tx++)
1413                 {
1414                         skirt = skirtrow || tx == 0 || tx == outwidth;
1415                         rx = x+bound(1, tx, outwidth)*stepsize;
1416                         v[0] = rx*scale[0];
1417                         v[1] = ry*scale[1];
1418                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1419                         v += 3;
1420                 }
1421         }
1422         // TODO: emit skirt vertices
1423 }
1424
1425 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1426 {
1427         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1428         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1429         Mod_Terrain_BuildChunk(model, 
1430 }
1431 #endif
1432
1433 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1434 {
1435         if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
1436         if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
1437         if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
1438         if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
1439         if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1440         if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
1441         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1442         return Q3WAVEFUNC_NONE;
1443 }
1444
1445 void Mod_FreeQ3Shaders(void)
1446 {
1447         Mem_FreePool(&q3shaders_mem);
1448 }
1449
1450 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1451 {
1452         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1453         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1454         q3shader_hash_entry_t* lastEntry = NULL;
1455         while (entry != NULL)
1456         {
1457                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1458                 {
1459                         unsigned char *start, *end, *start2;
1460                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1461                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1462                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1463                         if(memcmp(start, start2, end - start))
1464                                 Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1465                         else
1466                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1467                         return;
1468                 }
1469                 lastEntry = entry;
1470                 entry = entry->chain;
1471         }
1472         if (entry == NULL)
1473         {
1474                 if (lastEntry->shader.name[0] != 0)
1475                 {
1476                         /* Add to chain */
1477                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1478                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1479
1480                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1481                         lastEntry->chain = newEntry;
1482                         newEntry->chain = NULL;
1483                         lastEntry = newEntry;
1484                 }
1485                 /* else: head of chain, in hash entry array */
1486                 entry = lastEntry;
1487         }
1488         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1489 }
1490
1491 extern cvar_t r_picmipworld;
1492 void Mod_LoadQ3Shaders(void)
1493 {
1494         int j;
1495         int fileindex;
1496         fssearch_t *search;
1497         char *f;
1498         const char *text;
1499         q3shaderinfo_t shader;
1500         q3shaderinfo_layer_t *layer;
1501         int numparameters;
1502         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1503
1504         Mod_FreeQ3Shaders();
1505
1506         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1507         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1508                 sizeof (q3shader_data_t));
1509         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1510                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1511         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1512                 q3shaders_mem, sizeof (char**), 256);
1513
1514         search = FS_Search("scripts/*.shader", true, false);
1515         if (!search)
1516                 return;
1517         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1518         {
1519                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1520                 if (!f)
1521                         continue;
1522                 while (COM_ParseToken_QuakeC(&text, false))
1523                 {
1524                         memset (&shader, 0, sizeof(shader));
1525                         shader.reflectmin = 0;
1526                         shader.reflectmax = 1;
1527                         shader.refractfactor = 1;
1528                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1529                         shader.reflectfactor = 1;
1530                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1531                         shader.r_water_wateralpha = 1;
1532                         shader.specularscalemod = 1;
1533                         shader.specularpowermod = 1;
1534
1535                         strlcpy(shader.name, com_token, sizeof(shader.name));
1536                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1537                         {
1538                                 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1539                                 break;
1540                         }
1541                         while (COM_ParseToken_QuakeC(&text, false))
1542                         {
1543                                 if (!strcasecmp(com_token, "}"))
1544                                         break;
1545                                 if (!strcasecmp(com_token, "{"))
1546                                 {
1547                                         static q3shaderinfo_layer_t dummy;
1548                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1549                                         {
1550                                                 layer = shader.layers + shader.numlayers++;
1551                                         }
1552                                         else
1553                                         {
1554                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1555                                                 memset(&dummy, 0, sizeof(dummy));
1556                                                 layer = &dummy;
1557                                         }
1558                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1559                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1560                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1561                                         layer->blendfunc[0] = GL_ONE;
1562                                         layer->blendfunc[1] = GL_ZERO;
1563                                         while (COM_ParseToken_QuakeC(&text, false))
1564                                         {
1565                                                 if (!strcasecmp(com_token, "}"))
1566                                                         break;
1567                                                 if (!strcasecmp(com_token, "\n"))
1568                                                         continue;
1569                                                 numparameters = 0;
1570                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1571                                                 {
1572                                                         if (j < TEXTURE_MAXFRAMES + 4)
1573                                                         {
1574                                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1575                                                                 numparameters = j + 1;
1576                                                         }
1577                                                         if (!COM_ParseToken_QuakeC(&text, true))
1578                                                                 break;
1579                                                 }
1580                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1581                                                 //      parameter[j][0] = 0;
1582                                                 if (developer.integer >= 100)
1583                                                 {
1584                                                         Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1585                                                         for (j = 0;j < numparameters;j++)
1586                                                                 Con_Printf(" %s", parameter[j]);
1587                                                         Con_Print("\n");
1588                                                 }
1589                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1590                                                 {
1591                                                         if (numparameters == 2)
1592                                                         {
1593                                                                 if (!strcasecmp(parameter[1], "add"))
1594                                                                 {
1595                                                                         layer->blendfunc[0] = GL_ONE;
1596                                                                         layer->blendfunc[1] = GL_ONE;
1597                                                                 }
1598                                                                 else if (!strcasecmp(parameter[1], "filter"))
1599                                                                 {
1600                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1601                                                                         layer->blendfunc[1] = GL_ZERO;
1602                                                                 }
1603                                                                 else if (!strcasecmp(parameter[1], "blend"))
1604                                                                 {
1605                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1606                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1607                                                                 }
1608                                                         }
1609                                                         else if (numparameters == 3)
1610                                                         {
1611                                                                 int k;
1612                                                                 for (k = 0;k < 2;k++)
1613                                                                 {
1614                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1615                                                                                 layer->blendfunc[k] = GL_ONE;
1616                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1617                                                                                 layer->blendfunc[k] = GL_ZERO;
1618                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1619                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1620                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1621                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1622                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1623                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1624                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1625                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1626                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1627                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1628                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1629                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1630                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1631                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1632                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1633                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1634                                                                         else
1635                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1636                                                                 }
1637                                                         }
1638                                                 }
1639                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1640                                                         layer->alphatest = true;
1641                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1642                                                 {
1643                                                         if (!strcasecmp(parameter[0], "clampmap"))
1644                                                                 layer->clampmap = true;
1645                                                         layer->numframes = 1;
1646                                                         layer->framerate = 1;
1647                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1648                                                                 &q3shader_data->char_ptrs);
1649                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1650                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1651                                                                 shader.lighting = true;
1652                                                 }
1653                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1654                                                 {
1655                                                         int i;
1656                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1657                                                         layer->framerate = atof(parameter[1]);
1658                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1659                                                         for (i = 0;i < layer->numframes;i++)
1660                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1661                                                 }
1662                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1663                                                 {
1664                                                         int i;
1665                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1666                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1667                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1668                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1669                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1670                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1671                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1672                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1673                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1674                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1675                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1676                                                         else if (!strcasecmp(parameter[1], "wave"))
1677                                                         {
1678                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1679                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1680                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1681                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1682                                                         }
1683                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1684                                                 }
1685                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1686                                                 {
1687                                                         int i;
1688                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1689                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1690                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1691                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1692                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1693                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1694                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1695                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1696                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1697                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1698                                                         else if (!strcasecmp(parameter[1], "wave"))
1699                                                         {
1700                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1701                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1702                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1703                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1704                                                         }
1705                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1706                                                 }
1707                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1708                                                 {
1709                                                         int i;
1710                                                         // observed values: tcgen environment
1711                                                         // no other values have been observed in real shaders
1712                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1713                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1714                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1715                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1716                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1717                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1718                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1719                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1720                                                 }
1721                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1722                                                 {
1723                                                         int i, tcmodindex;
1724                                                         // observed values:
1725                                                         // tcmod rotate #
1726                                                         // tcmod scale # #
1727                                                         // tcmod scroll # #
1728                                                         // tcmod stretch sin # # # #
1729                                                         // tcmod stretch triangle # # # #
1730                                                         // tcmod transform # # # # # #
1731                                                         // tcmod turb # # # #
1732                                                         // tcmod turb sin # # # #  (this is bogus)
1733                                                         // no other values have been observed in real shaders
1734                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1735                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1736                                                                         break;
1737                                                         if (tcmodindex < Q3MAXTCMODS)
1738                                                         {
1739                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1740                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1741                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1742                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1743                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1744                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1745                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1746                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1747                                                                 {
1748                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1749                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1750                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1751                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1752                                                                 }
1753                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1754                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1755                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1756                                                         }
1757                                                         else
1758                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1759                                                 }
1760                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1761                                                 if (!strcasecmp(com_token, "}"))
1762                                                         break;
1763                                         }
1764                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1765                                                 shader.lighting = true;
1766                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1767                                         {
1768                                                 if (layer == shader.layers + 0)
1769                                                 {
1770                                                         // vertex controlled transparency
1771                                                         shader.vertexalpha = true;
1772                                                 }
1773                                                 else
1774                                                 {
1775                                                         // multilayer terrain shader or similar
1776                                                         shader.textureblendalpha = true;
1777                                                 }
1778                                         }
1779                                         layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1780                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1781                                                 layer->texflags |= TEXF_MIPMAP;
1782                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1783                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1784                                         if (layer->clampmap)
1785                                                 layer->texflags |= TEXF_CLAMP;
1786                                         continue;
1787                                 }
1788                                 numparameters = 0;
1789                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1790                                 {
1791                                         if (j < TEXTURE_MAXFRAMES + 4)
1792                                         {
1793                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1794                                                 numparameters = j + 1;
1795                                         }
1796                                         if (!COM_ParseToken_QuakeC(&text, true))
1797                                                 break;
1798                                 }
1799                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1800                                 //      parameter[j][0] = 0;
1801                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1802                                         break;
1803                                 if (developer.integer >= 100)
1804                                 {
1805                                         Con_Printf("%s: ", shader.name);
1806                                         for (j = 0;j < numparameters;j++)
1807                                                 Con_Printf(" %s", parameter[j]);
1808                                         Con_Print("\n");
1809                                 }
1810                                 if (numparameters < 1)
1811                                         continue;
1812                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1813                                 {
1814                                         if (!strcasecmp(parameter[1], "alphashadow"))
1815                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1816                                         else if (!strcasecmp(parameter[1], "areaportal"))
1817                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1818                                         else if (!strcasecmp(parameter[1], "botclip"))
1819                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1820                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1821                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1822                                         else if (!strcasecmp(parameter[1], "detail"))
1823                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1824                                         else if (!strcasecmp(parameter[1], "donotenter"))
1825                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1826                                         else if (!strcasecmp(parameter[1], "dust"))
1827                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1828                                         else if (!strcasecmp(parameter[1], "hint"))
1829                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1830                                         else if (!strcasecmp(parameter[1], "fog"))
1831                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1832                                         else if (!strcasecmp(parameter[1], "lava"))
1833                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1834                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1835                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1836                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1837                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1838                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1839                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1840                                         else if (!strcasecmp(parameter[1], "nodamage"))
1841                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1842                                         else if (!strcasecmp(parameter[1], "nodlight"))
1843                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1844                                         else if (!strcasecmp(parameter[1], "nodraw"))
1845                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1846                                         else if (!strcasecmp(parameter[1], "nodrop"))
1847                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1848                                         else if (!strcasecmp(parameter[1], "noimpact"))
1849                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1850                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1851                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1852                                         else if (!strcasecmp(parameter[1], "nomarks"))
1853                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1854                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1855                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1856                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1857                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1858                                         else if (!strcasecmp(parameter[1], "origin"))
1859                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1860                                         else if (!strcasecmp(parameter[1], "playerclip"))
1861                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1862                                         else if (!strcasecmp(parameter[1], "sky"))
1863                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1864                                         else if (!strcasecmp(parameter[1], "slick"))
1865                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1866                                         else if (!strcasecmp(parameter[1], "slime"))
1867                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1868                                         else if (!strcasecmp(parameter[1], "structural"))
1869                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1870                                         else if (!strcasecmp(parameter[1], "trans"))
1871                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1872                                         else if (!strcasecmp(parameter[1], "water"))
1873                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1874                                         else if (!strcasecmp(parameter[1], "pointlight"))
1875                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1876                                         else if (!strcasecmp(parameter[1], "antiportal"))
1877                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1878                                         else
1879                                                 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1880                                 }
1881                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1882                                         shader.dpshadow = true;
1883                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1884                                         shader.dpnoshadow = true;
1885                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1886                                 {
1887                                         // some q3 skies don't have the sky parm set
1888                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1889                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1890                                 }
1891                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1892                                 {
1893                                         // some q3 skies don't have the sky parm set
1894                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1895                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1896                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1897                                 }
1898                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1899                                 {
1900                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1901                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1902                                 }
1903                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
1904                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1905                                 else if (!strcasecmp(parameter[0], "nopicmip"))
1906                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1907                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
1908                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1909                                 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1910                                 {
1911                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1912                                         shader.refractfactor = atof(parameter[1]);
1913                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1914                                 }
1915                                 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1916                                 {
1917                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1918                                         shader.reflectfactor = atof(parameter[1]);
1919                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1920                                 }
1921                                 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1922                                 {
1923                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1924                                         shader.reflectmin = atof(parameter[1]);
1925                                         shader.reflectmax = atof(parameter[2]);
1926                                         shader.refractfactor = atof(parameter[3]);
1927                                         shader.reflectfactor = atof(parameter[4]);
1928                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1929                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1930                                         shader.r_water_wateralpha = atof(parameter[11]);
1931                                 }
1932                                 else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
1933                                 {
1934                                         shader.specularscalemod = atof(parameter[1]);
1935                                 }
1936                                 else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
1937                                 {
1938                                         shader.specularpowermod = atof(parameter[1]);
1939                                 }
1940                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1941                                 {
1942                                         int i, deformindex;
1943                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1944                                                 if (!shader.deforms[deformindex].deform)
1945                                                         break;
1946                                         if (deformindex < Q3MAXDEFORMS)
1947                                         {
1948                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1949                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1950                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1951                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1952                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1953                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1954                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1955                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1956                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1957                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1958                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1959                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1960                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1961                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1962                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1963                                                 else if (!strcasecmp(parameter[1], "wave"            ))
1964                                                 {
1965                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1966                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1967                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1968                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1969                                                 }
1970                                                 else if (!strcasecmp(parameter[1], "move"            ))
1971                                                 {
1972                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1973                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1974                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1975                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1976                                                 }
1977                                         }
1978                                 }
1979                         }
1980                         // pick the primary layer to render with
1981                         if (shader.numlayers)
1982                         {
1983                                 shader.backgroundlayer = -1;
1984                                 shader.primarylayer = 0;
1985                                 // if lightmap comes first this is definitely an ordinary texture
1986                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1987                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
1988                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1989                                 {
1990                                         shader.backgroundlayer = -1;
1991                                         shader.primarylayer = 1;
1992                                 }
1993                                 else if (shader.numlayers >= 2
1994                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1995                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
1996                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1997                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
1998                                 {
1999                                         // terrain blending or other effects
2000                                         shader.backgroundlayer = 0;
2001                                         shader.primarylayer = 1;
2002                                 }
2003                         }
2004                         // fix up multiple reflection types
2005                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2006                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
2007
2008                         Q3Shader_AddToHash (&shader);
2009                 }
2010                 Mem_Free(f);
2011         }
2012         FS_FreeSearch(search);
2013 }
2014
2015 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2016 {
2017         unsigned short hash;
2018         q3shader_hash_entry_t* entry;
2019         if (!q3shaders_mem)
2020                 Mod_LoadQ3Shaders();
2021         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2022         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2023         while (entry != NULL)
2024         {
2025                 if (strcasecmp (entry->shader.name, name) == 0)
2026                         return &entry->shader;
2027                 entry = entry->chain;
2028         }
2029         return NULL;
2030 }
2031
2032 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2033 {
2034         int j;
2035         int texflagsmask;
2036         qboolean success = true;
2037         q3shaderinfo_t *shader;
2038         if (!name)
2039                 name = "";
2040         strlcpy(texture->name, name, sizeof(texture->name));
2041         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2042
2043         texflagsmask = ~0;
2044         if(!(defaulttexflags & TEXF_PICMIP))
2045                 texflagsmask &= ~TEXF_PICMIP;
2046         if(!(defaulttexflags & TEXF_COMPRESS))
2047                 texflagsmask &= ~TEXF_COMPRESS;
2048         texture->specularscalemod = 1; // unless later loaded from the shader
2049         texture->specularpowermod = 1; // unless later loaded from the shader
2050
2051         if (shader)
2052         {
2053                 if (developer_loading.integer)
2054                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2055                 texture->surfaceparms = shader->surfaceparms;
2056
2057                 // allow disabling of picmip or compression by defaulttexflags
2058                 texture->textureflags = shader->textureflags & texflagsmask;
2059
2060                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2061                 {
2062                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2063                         if (shader->skyboxname[0])
2064                         {
2065                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2066                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2067                         }
2068                 }
2069                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2070                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2071                 else
2072                         texture->basematerialflags = MATERIALFLAG_WALL;
2073
2074                 if (shader->layers[0].alphatest)
2075                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2076                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2077                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2078                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2079                         texture->biaspolygonoffset -= 2;
2080                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2081                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2082                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2083                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2084                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2085                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2086                 texture->customblendfunc[0] = GL_ONE;
2087                 texture->customblendfunc[1] = GL_ZERO;
2088                 if (shader->numlayers > 0)
2089                 {
2090                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2091                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2092 /*
2093 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2094 * additive               GL_ONE GL_ONE
2095 additive weird         GL_ONE GL_SRC_ALPHA
2096 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2097 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2098 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2099 brighten               GL_DST_COLOR GL_ONE
2100 brighten               GL_ONE GL_SRC_COLOR
2101 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2102 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2103 * modulate               GL_DST_COLOR GL_ZERO
2104 * modulate               GL_ZERO GL_SRC_COLOR
2105 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2106 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2107 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2108 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2109 * no blend               GL_ONE GL_ZERO
2110 nothing                GL_ZERO GL_ONE
2111 */
2112                         // if not opaque, figure out what blendfunc to use
2113                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2114                         {
2115                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2116                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2117                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2118                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2119                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2120                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2121                                 else
2122                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2123                         }
2124                 }
2125                 if (!shader->lighting)
2126                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2127                 if (shader->primarylayer >= 0)
2128                 {
2129                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2130                         // copy over many primarylayer parameters
2131                         texture->rgbgen = primarylayer->rgbgen;
2132                         texture->alphagen = primarylayer->alphagen;
2133                         texture->tcgen = primarylayer->tcgen;
2134                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2135                         // load the textures
2136                         texture->numskinframes = primarylayer->numframes;
2137                         texture->skinframerate = primarylayer->framerate;
2138                         for (j = 0;j < primarylayer->numframes;j++)
2139                         {
2140                                 if(cls.state == ca_dedicated)
2141                                 {
2142                                         texture->skinframes[j] = NULL;
2143                                 }
2144                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2145                                 {
2146                                         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);
2147                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2148                                 }
2149                         }
2150                 }
2151                 if (shader->backgroundlayer >= 0)
2152                 {
2153                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2154                         // copy over one secondarylayer parameter
2155                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2156                         // load the textures
2157                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2158                         texture->backgroundskinframerate = backgroundlayer->framerate;
2159                         for (j = 0;j < backgroundlayer->numframes;j++)
2160                         {
2161                                 if(cls.state == ca_dedicated)
2162                                 {
2163                                         texture->skinframes[j] = NULL;
2164                                 }
2165                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2166                                 {
2167                                         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);
2168                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2169                                 }
2170                         }
2171                 }
2172                 if (shader->dpshadow)
2173                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2174                 if (shader->dpnoshadow)
2175                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2176                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2177                 texture->reflectmin = shader->reflectmin;
2178                 texture->reflectmax = shader->reflectmax;
2179                 texture->refractfactor = shader->refractfactor;
2180                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2181                 texture->reflectfactor = shader->reflectfactor;
2182                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2183                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2184                 texture->specularscalemod = shader->specularscalemod;
2185                 texture->specularpowermod = shader->specularpowermod;
2186         }
2187         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2188         {
2189                 if (developer.integer >= 100)
2190                         Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2191                 texture->surfaceparms = 0;
2192         }
2193         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2194         {
2195                 if (developer.integer >= 100)
2196                         Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2197                 texture->surfaceparms = 0;
2198                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2199         }
2200         else
2201         {
2202                 if (developer.integer >= 100)
2203                         Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2204                 texture->surfaceparms = 0;
2205                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2206                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2207                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2208                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2209                 else
2210                         texture->basematerialflags |= MATERIALFLAG_WALL;
2211                 texture->numskinframes = 1;
2212                 if(cls.state == ca_dedicated)
2213                 {
2214                         texture->skinframes[0] = NULL;
2215                 }
2216                 else
2217                 {
2218                         if (fallback)
2219                         {
2220                                 qboolean has_alpha;
2221                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2222                                 {
2223                                         if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2224                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2225                                 }
2226                                 else
2227                                         success = false;
2228                         }
2229                         else
2230                                 success = false;
2231                         if (!success && warnmissing)
2232                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2233                 }
2234         }
2235         // init the animation variables
2236         texture->currentframe = texture;
2237         if (texture->numskinframes < 1)
2238                 texture->numskinframes = 1;
2239         if (!texture->skinframes[0])
2240                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2241         texture->currentskinframe = texture->skinframes[0];
2242         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2243         return success;
2244 }
2245
2246 skinfile_t *Mod_LoadSkinFiles(void)
2247 {
2248         int i, words, line, wordsoverflow;
2249         char *text;
2250         const char *data;
2251         skinfile_t *skinfile = NULL, *first = NULL;
2252         skinfileitem_t *skinfileitem;
2253         char word[10][MAX_QPATH];
2254
2255 /*
2256 sample file:
2257 U_bodyBox,models/players/Legoman/BikerA2.tga
2258 U_RArm,models/players/Legoman/BikerA1.tga
2259 U_LArm,models/players/Legoman/BikerA1.tga
2260 U_armor,common/nodraw
2261 U_sword,common/nodraw
2262 U_shield,common/nodraw
2263 U_homb,common/nodraw
2264 U_backpack,common/nodraw
2265 U_colcha,common/nodraw
2266 tag_head,
2267 tag_weapon,
2268 tag_torso,
2269 */
2270         memset(word, 0, sizeof(word));
2271         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2272         {
2273                 // If it's the first file we parse
2274                 if (skinfile == NULL)
2275                 {
2276                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2277                         first = skinfile;
2278                 }
2279                 else
2280                 {
2281                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2282                         skinfile = skinfile->next;
2283                 }
2284                 skinfile->next = NULL;
2285
2286                 for(line = 0;;line++)
2287                 {
2288                         // parse line
2289                         if (!COM_ParseToken_QuakeC(&data, true))
2290                                 break;
2291                         if (!strcmp(com_token, "\n"))
2292                                 continue;
2293                         words = 0;
2294                         wordsoverflow = false;
2295                         do
2296                         {
2297                                 if (words < 10)
2298                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2299                                 else
2300                                         wordsoverflow = true;
2301                         }
2302                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2303                         if (wordsoverflow)
2304                         {
2305                                 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);
2306                                 continue;
2307                         }
2308                         // words is always >= 1
2309                         if (!strcmp(word[0], "replace"))
2310                         {
2311                                 if (words == 3)
2312                                 {
2313                                         if (developer_loading.integer)
2314                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2315                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2316                                         skinfileitem->next = skinfile->items;
2317                                         skinfile->items = skinfileitem;
2318                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2319                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2320                                 }
2321                                 else
2322                                         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]);
2323                         }
2324                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2325                         {
2326                                 // tag name, like "tag_weapon,"
2327                                 // not used for anything (not even in Quake3)
2328                         }
2329                         else if (words >= 2 && !strcmp(word[1], ","))
2330                         {
2331                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2332                                 if (developer_loading.integer)
2333                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2334                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2335                                 skinfileitem->next = skinfile->items;
2336                                 skinfile->items = skinfileitem;
2337                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2338                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2339                         }
2340                         else
2341                                 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);
2342                 }
2343                 Mem_Free(text);
2344         }
2345         if (i)
2346                 loadmodel->numskins = i;
2347         return first;
2348 }
2349
2350 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2351 {
2352         skinfile_t *next;
2353         skinfileitem_t *skinfileitem, *nextitem;
2354         for (;skinfile;skinfile = next)
2355         {
2356                 next = skinfile->next;
2357                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2358                 {
2359                         nextitem = skinfileitem->next;
2360                         Mem_Free(skinfileitem);
2361                 }
2362                 Mem_Free(skinfile);
2363         }
2364 }
2365
2366 int Mod_CountSkinFiles(skinfile_t *skinfile)
2367 {
2368         int i;
2369         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2370         return i;
2371 }
2372
2373 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2374 {
2375         int i;
2376         double isnap = 1.0 / snap;
2377         for (i = 0;i < numvertices*numcomponents;i++)
2378                 vertices[i] = floor(vertices[i]*isnap)*snap;
2379 }
2380
2381 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2382 {
2383         int i, outtriangles;
2384         float edgedir1[3], edgedir2[3], temp[3];
2385         // a degenerate triangle is one with no width (thickness, surface area)
2386         // these are characterized by having all 3 points colinear (along a line)
2387         // or having two points identical
2388         // the simplest check is to calculate the triangle's area
2389         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2390         {
2391                 // calculate first edge
2392                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2393                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2394                 CrossProduct(edgedir1, edgedir2, temp);
2395                 if (VectorLength2(temp) < 0.001f)
2396                         continue; // degenerate triangle (no area)
2397                 // valid triangle (has area)
2398                 VectorCopy(inelement3i, outelement3i);
2399                 outelement3i += 3;
2400                 outtriangles++;
2401         }
2402         return outtriangles;
2403 }
2404
2405 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2406 {
2407         int i, e;
2408         int firstvertex, lastvertex;
2409         if (numelements > 0 && elements)
2410         {
2411                 firstvertex = lastvertex = elements[0];
2412                 for (i = 1;i < numelements;i++)
2413                 {
2414                         e = elements[i];
2415                         firstvertex = min(firstvertex, e);
2416                         lastvertex = max(lastvertex, e);
2417                 }
2418         }
2419         else
2420                 firstvertex = lastvertex = 0;
2421         if (firstvertexpointer)
2422                 *firstvertexpointer = firstvertex;
2423         if (lastvertexpointer)
2424                 *lastvertexpointer = lastvertex;
2425 }
2426
2427 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2428 {
2429         // make an optimal set of texture-sorted batches to draw...
2430         int j, t;
2431         int *firstsurfacefortexture;
2432         int *numsurfacesfortexture;
2433         if (!mod->sortedmodelsurfaces)
2434                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2435         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2436         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2437         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2438         for (j = 0;j < mod->nummodelsurfaces;j++)
2439         {
2440                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2441                 int t = (int)(surface->texture - mod->data_textures);
2442                 numsurfacesfortexture[t]++;
2443         }
2444         j = 0;
2445         for (t = 0;t < mod->num_textures;t++)
2446         {
2447                 firstsurfacefortexture[t] = j;
2448                 j += numsurfacesfortexture[t];
2449         }
2450         for (j = 0;j < mod->nummodelsurfaces;j++)
2451         {
2452                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2453                 int t = (int)(surface->texture - mod->data_textures);
2454                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2455         }
2456         Mem_Free(firstsurfacefortexture);
2457         Mem_Free(numsurfacesfortexture);
2458 }
2459
2460 static void Mod_BuildVBOs(void)
2461 {
2462         if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2463         {
2464                 int i;
2465                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2466                 {
2467                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2468                         {
2469                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2470                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2471                         }
2472                 }
2473         }
2474
2475         if (!gl_support_arb_vertex_buffer_object)
2476                 return;
2477
2478         // element buffer is easy because it's just one array
2479         if (loadmodel->surfmesh.num_triangles)
2480         {
2481                 if (loadmodel->surfmesh.data_element3s)
2482                         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);
2483                 else
2484                         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);
2485         }
2486
2487         // vertex buffer is several arrays and we put them in the same buffer
2488         //
2489         // is this wise?  the texcoordtexture2f array is used with dynamic
2490         // vertex/svector/tvector/normal when rendering animated models, on the
2491         // other hand animated models don't use a lot of vertices anyway...
2492         if (loadmodel->surfmesh.num_vertices)
2493         {
2494                 size_t size;
2495                 unsigned char *mem;
2496                 size = 0;
2497                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2498                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2499                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2500                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2501                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2502                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2503                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2504                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2505                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2506                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2507                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2508                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2509                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2510                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2511                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2512                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2513                 Mem_Free(mem);
2514         }
2515 }
2516
2517 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2518 {
2519         int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2520         int a, b, c;
2521         const char *texname;
2522         const int *e;
2523         const float *v, *vn, *vt;
2524         size_t l;
2525         size_t outbufferpos = 0;
2526         size_t outbuffermax = 0x100000;
2527         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2528         const msurface_t *surface;
2529         const int maxtextures = 256;
2530         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2531
2532         // construct the mtllib file
2533         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2534         if (l > 0)
2535                 outbufferpos += l;
2536         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2537         {
2538                 countsurfaces++;
2539                 countvertices += surface->num_vertices;
2540                 countfaces += surface->num_triangles;
2541                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2542                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2543                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2544                                 break;
2545                 if (textureindex < counttextures)
2546                         continue; // already wrote this material entry
2547                 if (textureindex >= maxtextures)
2548                         continue; // just a precaution
2549                 textureindex = counttextures++;
2550                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2551                 if (outbufferpos >= outbuffermax >> 1)
2552                 {
2553                         outbuffermax *= 2;
2554                         oldbuffer = outbuffer;
2555                         outbuffer = (char *) Z_Malloc(outbuffermax);
2556                         memcpy(outbuffer, oldbuffer, outbufferpos);
2557                         Z_Free(oldbuffer);
2558                 }
2559                 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");
2560                 if (l > 0)
2561                         outbufferpos += l;
2562         }
2563
2564         // write the mtllib file
2565         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2566         outbufferpos = 0;
2567
2568         // construct the obj file
2569         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);
2570         if (l > 0)
2571                 outbufferpos += l;
2572         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)
2573         {
2574                 if (outbufferpos >= outbuffermax >> 1)
2575                 {
2576                         outbuffermax *= 2;
2577                         oldbuffer = outbuffer;
2578                         outbuffer = (char *) Z_Malloc(outbuffermax);
2579                         memcpy(outbuffer, oldbuffer, outbufferpos);
2580                         Z_Free(oldbuffer);
2581                 }
2582                 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]);
2583                 if (l > 0)
2584                         outbufferpos += l;
2585         }
2586         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2587         {
2588                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2589                 if (l > 0)
2590                         outbufferpos += l;
2591                 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2592                 {
2593                         if (outbufferpos >= outbuffermax >> 1)
2594                         {
2595                                 outbuffermax *= 2;
2596                                 oldbuffer = outbuffer;
2597                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2598                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2599                                 Z_Free(oldbuffer);
2600                         }
2601                         a = e[0]+1;
2602                         b = e[2]+1;
2603                         c = e[1]+1;
2604                         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);
2605                         if (l > 0)
2606                                 outbufferpos += l;
2607                 }
2608         }
2609
2610         // write the obj file
2611         FS_WriteFile(filename, outbuffer, outbufferpos);
2612
2613         // clean up
2614         Z_Free(outbuffer);
2615         Z_Free(texturenames);
2616
2617         // print some stats
2618         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2619 }
2620
2621 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2622 {
2623         int countnodes = 0, counttriangles = 0, countframes = 0;
2624         int surfaceindex;
2625         int triangleindex;
2626         int transformindex;
2627         int poseindex;
2628         int cornerindex;
2629         float modelscale;
2630         const int *e;
2631         const float *pose;
2632         size_t l;
2633         size_t outbufferpos = 0;
2634         size_t outbuffermax = 0x100000;
2635         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2636         const msurface_t *surface;
2637         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2638         if (l > 0)
2639                 outbufferpos += l;
2640         modelscale = 1;
2641         if(model->num_poses >= 0)
2642                 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]);
2643         if(fabs(modelscale - 1) > 1e-4)
2644         {
2645                 if(firstpose == 0) // only print the when writing the reference pose
2646                         Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2647         }
2648         else
2649                 modelscale = 1;
2650         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2651         {
2652                 if (outbufferpos >= outbuffermax >> 1)
2653                 {
2654                         outbuffermax *= 2;
2655                         oldbuffer = outbuffer;
2656                         outbuffer = (char *) Z_Malloc(outbuffermax);
2657                         memcpy(outbuffer, oldbuffer, outbufferpos);
2658                         Z_Free(oldbuffer);
2659                 }
2660                 countnodes++;
2661                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2662                 if (l > 0)
2663                         outbufferpos += l;
2664         }
2665         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2666         if (l > 0)
2667                 outbufferpos += l;
2668         for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2669         {
2670                 countframes++;
2671                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2672                 if (l > 0)
2673                         outbufferpos += l;
2674                 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2675                 {
2676                         float a, b, c;
2677                         float angles[3];
2678                         float mtest[3][4];
2679                         if (outbufferpos >= outbuffermax >> 1)
2680                         {
2681                                 outbuffermax *= 2;
2682                                 oldbuffer = outbuffer;
2683                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2684                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2685                                 Z_Free(oldbuffer);
2686                         }
2687
2688                         // strangely the smd angles are for a transposed matrix, so we
2689                         // have to generate a transposed matrix, then convert that...
2690                         mtest[0][0] = pose[ 0];
2691                         mtest[0][1] = pose[ 4];
2692                         mtest[0][2] = pose[ 8];
2693                         mtest[0][3] = pose[ 3];
2694                         mtest[1][0] = pose[ 1];
2695                         mtest[1][1] = pose[ 5];
2696                         mtest[1][2] = pose[ 9];
2697                         mtest[1][3] = pose[ 7];
2698                         mtest[2][0] = pose[ 2];
2699                         mtest[2][1] = pose[ 6];
2700                         mtest[2][2] = pose[10];
2701                         mtest[2][3] = pose[11];
2702                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
2703                         if (angles[0] >= 180) angles[0] -= 360;
2704                         if (angles[1] >= 180) angles[1] -= 360;
2705                         if (angles[2] >= 180) angles[2] -= 360;
2706
2707                         a = DEG2RAD(angles[ROLL]);
2708                         b = DEG2RAD(angles[PITCH]);
2709                         c = DEG2RAD(angles[YAW]);
2710
2711 #if 0
2712 {
2713                         float cy, sy, cp, sp, cr, sr;
2714                         float test[3][4];
2715                         // smd matrix construction, for comparing to non-transposed m
2716                         sy = sin(c);
2717                         cy = cos(c);
2718                         sp = sin(b);
2719                         cp = cos(b);
2720                         sr = sin(a);
2721                         cr = cos(a);
2722
2723                         test[0][0] = cp*cy;
2724                         test[1][0] = cp*sy;
2725                         test[2][0] = -sp;
2726                         test[0][1] = sr*sp*cy+cr*-sy;
2727                         test[1][1] = sr*sp*sy+cr*cy;
2728                         test[2][1] = sr*cp;
2729                         test[0][2] = (cr*sp*cy+-sr*-sy);
2730                         test[1][2] = (cr*sp*sy+-sr*cy);
2731                         test[2][2] = cr*cp;
2732                         test[0][3] = pose[3];
2733                         test[1][3] = pose[7];
2734                         test[2][3] = pose[11];
2735 }
2736 #endif
2737                         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]));
2738                         if (l > 0)
2739                                 outbufferpos += l;
2740                 }
2741         }
2742         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2743         if (l > 0)
2744                 outbufferpos += l;
2745         if (writetriangles)
2746         {
2747                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2748                 if (l > 0)
2749                         outbufferpos += l;
2750                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2751                 {
2752                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2753                         {
2754                                 counttriangles++;
2755                                 if (outbufferpos >= outbuffermax >> 1)
2756                                 {
2757                                         outbuffermax *= 2;
2758                                         oldbuffer = outbuffer;
2759                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2760                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2761                                         Z_Free(oldbuffer);
2762                                 }
2763                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2764                                 if (l > 0)
2765                                         outbufferpos += l;
2766                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2767                                 {
2768                                         const int index = e[2-cornerindex];
2769                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
2770                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
2771                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2772                                         const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2773                                         const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2774                                              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]);
2775                                         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]);
2776                                         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]);
2777                                         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]);
2778                                         if (l > 0)
2779                                                 outbufferpos += l;
2780                                 }
2781                         }
2782                 }
2783                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2784                 if (l > 0)
2785                         outbufferpos += l;
2786         }
2787
2788         FS_WriteFile(filename, outbuffer, outbufferpos);
2789         Z_Free(outbuffer);
2790
2791         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2792 }
2793
2794 /*
2795 ================
2796 Mod_Decompile_f
2797
2798 decompiles a model to editable files
2799 ================
2800 */
2801 static void Mod_Decompile_f(void)
2802 {
2803         int i, j, k, l, first, count;
2804         dp_model_t *mod;
2805         char inname[MAX_QPATH];
2806         char outname[MAX_QPATH];
2807         char mtlname[MAX_QPATH];
2808         char basename[MAX_QPATH];
2809         char animname[MAX_QPATH];
2810         char animname2[MAX_QPATH];
2811         char zymtextbuffer[16384];
2812         char dpmtextbuffer[16384];
2813         int zymtextsize = 0;
2814         int dpmtextsize = 0;
2815
2816         if (Cmd_Argc() != 2)
2817         {
2818                 Con_Print("usage: modeldecompile <filename>\n");
2819                 return;
2820         }
2821
2822         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2823         FS_StripExtension(inname, basename, sizeof(basename));
2824
2825         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2826         if (mod->brush.submodel)
2827         {
2828                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2829                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2830                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2831                 outname[0] = 0;
2832         }
2833         if (!mod)
2834         {
2835                 Con_Print("No such model\n");
2836                 return;
2837         }
2838         if (!mod->surfmesh.num_triangles)
2839         {
2840                 Con_Print("Empty model (or sprite)\n");
2841                 return;
2842         }
2843
2844         // export OBJ if possible (not on sprites)
2845         if (mod->surfmesh.num_triangles)
2846         {
2847                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2848                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2849                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2850         }
2851
2852         // export SMD if possible (only for skeletal models)
2853         if (mod->surfmesh.num_triangles && mod->num_bones)
2854         {
2855                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2856                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2857                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2858                 if (l > 0) zymtextsize += l;
2859                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2860                 if (l > 0) dpmtextsize += l;
2861                 for (i = 0;i < mod->numframes;i = j)
2862                 {
2863                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2864                         first = mod->animscenes[i].firstframe;
2865                         if (mod->animscenes[i].framecount > 1)
2866                         {
2867                                 // framegroup anim
2868                                 count = mod->animscenes[i].framecount;
2869                                 j = i + 1;
2870                         }
2871                         else
2872                         {
2873                                 // individual frame
2874                                 // check for additional frames with same name
2875                                 for (l = 0, k = strlen(animname);animname[l];l++)
2876                                         if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2877                                                 k = l + 1;
2878                                 animname[k] = 0;
2879                                 count = mod->num_poses - first;
2880                                 for (j = i + 1;j < mod->numframes;j++)
2881                                 {
2882                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2883                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
2884                                                 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2885                                                         k = l + 1;
2886                                         animname2[k] = 0;
2887                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2888                                         {
2889                                                 count = mod->animscenes[j].firstframe - first;
2890                                                 break;
2891                                         }
2892                                 }
2893                                 // if it's only one frame, use the original frame name
2894                                 if (j == i + 1)
2895                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2896                                 
2897                         }
2898                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2899                         Mod_Decompile_SMD(mod, outname, first, count, false);
2900                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2901                         {
2902                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2903                                 if (l > 0) zymtextsize += l;
2904                         }
2905                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2906                         {
2907                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2908                                 if (l > 0) dpmtextsize += l;
2909                         }
2910                 }
2911                 if (zymtextsize)
2912                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2913                 if (dpmtextsize)
2914                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
2915         }
2916 }
2917
2918 typedef struct lightmapsample_s
2919 {
2920         float pos[3];
2921         float normal[3];
2922         float sh1[4][3];
2923         float *vertex_color;
2924         unsigned char *lm_bgr;
2925         unsigned char *lm_dir;
2926 }
2927 lightmapsample_t;
2928
2929 typedef struct lightmapvertex_s
2930 {
2931         float pos[3];
2932         float normal[3];
2933         float texcoordbase[2];
2934         float texcoordlightmap[2];
2935         lightmapsample_t sample;
2936 }
2937 lightmapvertex_t;
2938
2939 typedef struct lightmaptriangle_s
2940 {
2941         int surfaceindex;
2942         lightmapvertex_t vertex[3];
2943 }
2944 lightmaptriangle_t;
2945
2946 //static void Mod_GenerateLightmaps_AddSample(const float *pos, const float *normal, float *vertex_color, unsigned char *lm_bgr, unsigned char *lm_dir)
2947 //{
2948 //}
2949
2950 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
2951 {
2952         msurface_t *surface;
2953         int surfaceindex;
2954         int i;
2955         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
2956         {
2957                 surface = model->data_surfaces + surfaceindex;
2958                 surface->lightmaptexture = NULL;
2959                 surface->deluxemaptexture = NULL;
2960         }
2961         if (model->brushq3.data_lightmaps)
2962         {
2963                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
2964                         R_FreeTexture(model->brushq3.data_lightmaps[i]);
2965                 Mem_Free(model->brushq3.data_lightmaps);
2966                 model->brushq3.data_lightmaps = NULL;
2967         }
2968         if (model->brushq3.data_deluxemaps)
2969         {
2970                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
2971                         R_FreeTexture(model->brushq3.data_deluxemaps[i]);
2972                 Mem_Free(model->brushq3.data_deluxemaps);
2973                 model->brushq3.data_deluxemaps = NULL;
2974         }
2975 }
2976
2977 static void Mod_GenerateLightmaps(dp_model_t *model)
2978 {
2979         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
2980         dp_model_t *oldloadmodel = loadmodel;
2981         loadmodel = model;
2982
2983         Mod_GenerateLightmaps_DestroyLightmaps(model);
2984 #if 0
2985         // stage 1:
2986         // first step is deleting the lightmaps
2987         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
2988         {
2989                 surface = model->data_surfaces + surfaceindex;
2990                 surface->lightmap = NULL;
2991                 surface->deluxemap = NULL;
2992                 // add a sample for each vertex of surface
2993                 for (i = 0, vertexindex = surface->num_firstvertex;i < surface->num_vertices;i++, vertexindex++)
2994                         Mod_GenerateLightmaps_AddSample(model->surfmesh.data_vertex3f + 3*vertexindex, model->surfmesh.data_normal3f + 3*vertexindex, model->surfmesh.data_lightmapcolor4f + 4*vertexindex, NULL, NULL);
2995                 // generate lightmaptriangle_t for each triangle of surface
2996                 for (i = 0, triangleindex = surface->num_firstvertex;i < surface->num_triangles;i++, triangleindex++)
2997                 {
2998         }
2999 #endif
3000
3001         loadmodel = oldloadmodel;
3002 }
3003
3004 static void Mod_GenerateLightmaps_f(void)
3005 {
3006         if (Cmd_Argc() != 1)
3007         {
3008                 Con_Printf("usage: mod_generatelightmaps\n");
3009                 return;
3010         }
3011         if (!cl.worldmodel)
3012         {
3013                 Con_Printf("no worldmodel loaded\n");
3014                 return;
3015         }
3016         Mod_GenerateLightmaps(cl.worldmodel);
3017 }