/* -------------------------------------------------------------------------------

Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.

This file is part of GtkRadiant.

GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

----------------------------------------------------------------------------------

This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."

------------------------------------------------------------------------------- */



/* marker */
#define SHADERS_C



/* dependencies */
#include "q3map2.h"



/*
ColorMod()
routines for dealing with vertex color/alpha modification
*/

void ColorMod(colorMod_t * cm, int numVerts, bspDrawVert_t * drawVerts)
{
	int             i, j, k;
	float           c;
	vec4_t          mult, add;
	bspDrawVert_t  *dv;
	colorMod_t     *cm2;


	/* dummy check */
	if(cm == NULL || numVerts < 1 || drawVerts == NULL)
		return;


	/* walk vertex list */
	for(i = 0; i < numVerts; i++)
	{
		/* get vertex */
		dv = &drawVerts[i];

		/* walk colorMod list */
		for(cm2 = cm; cm2 != NULL; cm2 = cm2->next)
		{
			/* default */
			VectorSet(mult, 1.0f, 1.0f, 1.0f);
			mult[3] = 1.0f;
			VectorSet(add, 0.0f, 0.0f, 0.0f);
			mult[3] = 0.0f;

			/* switch on type */
			switch (cm2->type)
			{
				case CM_COLOR_SET:
					VectorClear(mult);
					VectorScale(cm2->data, 255.0f, add);
					break;

				case CM_ALPHA_SET:
					mult[3] = 0.0f;
					add[3] = cm2->data[0] * 255.0f;
					break;

				case CM_COLOR_SCALE:
					VectorCopy(cm2->data, mult);
					break;

				case CM_ALPHA_SCALE:
					mult[3] = cm2->data[0];
					break;

				case CM_COLOR_DOT_PRODUCT:
					c = DotProduct(dv->normal, cm2->data);
					VectorSet(mult, c, c, c);
					break;

				case CM_COLOR_DOT_PRODUCT_SCALE:
					c = DotProduct(dv->normal, cm2->data);
					c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
					VectorSet(mult, c, c, c);
					break;

				case CM_ALPHA_DOT_PRODUCT:
					mult[3] = DotProduct(dv->normal, cm2->data);
					break;

				case CM_ALPHA_DOT_PRODUCT_SCALE:
					c = DotProduct(dv->normal, cm2->data);
					c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
					mult[3] = c;
					break;

				case CM_COLOR_DOT_PRODUCT_2:
					c = DotProduct(dv->normal, cm2->data);
					c *= c;
					VectorSet(mult, c, c, c);
					break;

				case CM_COLOR_DOT_PRODUCT_2_SCALE:
					c = DotProduct(dv->normal, cm2->data);
					c *= c;
					c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
					VectorSet(mult, c, c, c);
					break;

				case CM_ALPHA_DOT_PRODUCT_2:
					mult[3] = DotProduct(dv->normal, cm2->data);
					mult[3] *= mult[3];
					break;

				case CM_ALPHA_DOT_PRODUCT_2_SCALE:
					c = DotProduct(dv->normal, cm2->data);
					c *= c;
					c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
					mult[3] = c;
					break;

				default:
					break;
			}

			/* apply mod */
			for(j = 0; j < MAX_LIGHTMAPS; j++)
			{
				for(k = 0; k < 4; k++)
				{
					c = (mult[k] * dv->lightColor[j][k]) + add[k];

					if(c < 0)
						c = 0;
					else if(c > 255)
						c = 255;

					dv->lightColor[j][k] = c;
				}
			}
		}
	}
}



/*
TCMod*()
routines for dealing with a 3x3 texture mod matrix
*/

void TCMod(tcMod_t mod, float st[2])
{
	float           old[2];

	old[0] = st[0];
	old[1] = st[1];
	st[0] = (mod[0][0] * old[0]) + (mod[0][1] * old[1]) + mod[0][2];
	st[1] = (mod[1][0] * old[0]) + (mod[1][1] * old[1]) + mod[1][2];
}


void TCModIdentity(tcMod_t mod)
{
	mod[0][0] = 1.0f;
	mod[0][1] = 0.0f;
	mod[0][2] = 0.0f;
	mod[1][0] = 0.0f;
	mod[1][1] = 1.0f;
	mod[1][2] = 0.0f;
	mod[2][0] = 0.0f;
	mod[2][1] = 0.0f;
	mod[2][2] = 1.0f;			/* this row is only used for multiples, not transformation */
}


void TCModMultiply(tcMod_t a, tcMod_t b, tcMod_t out)
{
	int             i;

	for(i = 0; i < 3; i++)
	{
		out[i][0] = (a[i][0] * b[0][0]) + (a[i][1] * b[1][0]) + (a[i][2] * b[2][0]);
		out[i][1] = (a[i][0] * b[0][1]) + (a[i][1] * b[1][1]) + (a[i][2] * b[2][1]);
		out[i][2] = (a[i][0] * b[0][2]) + (a[i][1] * b[1][2]) + (a[i][2] * b[2][2]);
	}
}


void TCModTranslate(tcMod_t mod, float s, float t)
{
	mod[0][2] += s;
	mod[1][2] += t;
}


void TCModScale(tcMod_t mod, float s, float t)
{
	mod[0][0] *= s;
	mod[1][1] *= t;
}


void TCModRotate(tcMod_t mod, float euler)
{
	tcMod_t         old, temp;
	float           radians, sinv, cosv;


	memcpy(old, mod, sizeof(tcMod_t));
	TCModIdentity(temp);

	radians = euler / 180 * Q_PI;
	sinv = sin(radians);
	cosv = cos(radians);

	temp[0][0] = cosv;
	temp[0][1] = -sinv;
	temp[1][0] = sinv;
	temp[1][1] = cosv;

	TCModMultiply(old, temp, mod);
}



/*
ApplySurfaceParm() - ydnar
applies a named surfaceparm to the supplied flags
*/

qboolean ApplySurfaceParm(const char *name, int *contentFlags, int *surfaceFlags, int *compileFlags)
{
	int             i, fake;
	surfaceParm_t  *sp;


	/* dummy check */
	if(name == NULL)
		name = "";
	if(contentFlags == NULL)
		contentFlags = &fake;
	if(surfaceFlags == NULL)
		surfaceFlags = &fake;
	if(compileFlags == NULL)
		compileFlags = &fake;

	/* walk the current game's surfaceparms */
	sp = game->surfaceParms;
	while(sp->name != NULL)
	{
		/* match? */
		if(!Q_stricmp(name, sp->name))
		{
			/* clear and set flags */
			*contentFlags &= ~(sp->contentFlagsClear);
			*contentFlags |= sp->contentFlags;
			*surfaceFlags &= ~(sp->surfaceFlagsClear);
			*surfaceFlags |= sp->surfaceFlags;
			*compileFlags &= ~(sp->compileFlagsClear);
			*compileFlags |= sp->compileFlags;

			/* return ok */
			return qtrue;
		}

		/* next */
		sp++;
	}

	/* check custom info parms */
	for(i = 0; i < numCustSurfaceParms; i++)
	{
		/* get surfaceparm */
		sp = &custSurfaceParms[i];

		/* match? */
		if(!Q_stricmp(name, sp->name))
		{
			/* clear and set flags */
			*contentFlags &= ~(sp->contentFlagsClear);
			*contentFlags |= sp->contentFlags;
			*surfaceFlags &= ~(sp->surfaceFlagsClear);
			*surfaceFlags |= sp->surfaceFlags;
			*compileFlags &= ~(sp->compileFlagsClear);
			*compileFlags |= sp->compileFlags;

			/* return ok */
			return qtrue;
		}
	}

	/* no matching surfaceparm found */
	return qfalse;
}



/*
BeginMapShaderFile() - ydnar
erases and starts a new map shader script
*/

void BeginMapShaderFile(const char *mapFile)
{
	char            base[1024];
	int             len;


	/* dummy check */
	mapName[0] = '\0';
	mapShaderFile[0] = '\0';
	if(mapFile == NULL || mapFile[0] == '\0')
		return;

	/* copy map name */
	strcpy(base, mapFile);
	StripExtension(base);

	/* extract map name */
	len = strlen(base) - 1;
	while(len > 0 && base[len] != '/' && base[len] != '\\')
		len--;
	strcpy(mapName, &base[len + 1]);
	base[len] = '\0';
	if(len <= 0)
		return;

	/* append ../scripts/q3map2_<mapname>.shader */
	sprintf(mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName);
	Sys_FPrintf(SYS_VRB, "Map has shader script %s\n", mapShaderFile);

	/* remove it */
	remove(mapShaderFile);

	/* stop making warnings about missing images */
	warnImage = qfalse;
}



/*
WriteMapShaderFile() - ydnar
writes a shader to the map shader script
*/

void WriteMapShaderFile(void)
{
	FILE           *file;
	shaderInfo_t   *si;
	int             i, num;


	/* dummy check */
	if(mapShaderFile[0] == '\0')
		return;

	/* are there any custom shaders? */
	for(i = 0, num = 0; i < numShaderInfo; i++)
	{
		if(shaderInfo[i].custom)
			break;
	}
	if(i == numShaderInfo)
		return;

	/* note it */
	Sys_FPrintf(SYS_VRB, "--- WriteMapShaderFile ---\n");
	Sys_FPrintf(SYS_VRB, "Writing %s", mapShaderFile);

	/* open shader file */
	file = fopen(mapShaderFile, "w");
	if(file == NULL)
	{
		Sys_Printf("WARNING: Unable to open map shader file %s for writing\n", mapShaderFile);
		return;
	}

	/* print header */
	fprintf(file,
			"// Custom shader file for %s.bsp\n"
			"// Generated by OWMap (OpenWolf)\n" "// Do not edit! This file is overwritten on recompiles.\n\n", mapName);

	/* walk the shader list */
	for(i = 0, num = 0; i < numShaderInfo; i++)
	{
		/* get the shader and print it */
		si = &shaderInfo[i];
		if(si->custom == qfalse || si->shaderText == NULL || si->shaderText[0] == '\0')
			continue;
		num++;

		/* print it to the file */
		fprintf(file, "%s%s\n", si->shader, si->shaderText);
		//Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */

		Sys_FPrintf(SYS_VRB, ".");
	}

	/* close the shader */
	fflush(file);
	fclose(file);

	Sys_FPrintf(SYS_VRB, "\n");

	/* print some stats */
	Sys_Printf("%9d custom shaders emitted\n", num);
}



/*
CustomShader() - ydnar
sets up a custom map shader
*/

shaderInfo_t   *CustomShader(shaderInfo_t * si, char *find, char *replace)
{
	shaderInfo_t   *csi;
	char            shader[MAX_QPATH];
	char           *s;
	int             loc;
	byte            digest[16];
	char           *srcShaderText, temp[8192], shaderText[8192];	/* ydnar: fixme (make this bigger?) */


	/* dummy check */
	if(si == NULL)
		return ShaderInfoForShader("default");

	/* default shader text source */
	srcShaderText = si->shaderText;

	/* et: implicitMap */
	if(si->implicitMap == IM_OPAQUE)
	{
		srcShaderText = temp;
		sprintf(temp, "\n"
				"{ // Q3Map2 defaulted (implicitMap)\n"
				"\t{\n"
				"\t\tmap $lightmap\n"
				"\t\trgbGen identity\n"
				"\t}\n"
				"\tq3map_styleMarker\n"
				"\t{\n"
				"\t\tmap %s\n"
				"\t\tblendFunc GL_DST_COLOR GL_ZERO\n" "\t\trgbGen identity\n" "\t}\n" "}\n", si->implicitImagePath);
	}

	/* et: implicitMask */
	else if(si->implicitMap == IM_MASKED)
	{
		srcShaderText = temp;
		sprintf(temp, "\n"
				"{ // Q3Map2 defaulted (implicitMask)\n"
				"\tcull none\n"
				"\t{\n"
				"\t\tmap %s\n"
				"\t\talphaFunc GE128\n"
				"\t\tdepthWrite\n"
				"\t}\n"
				"\t{\n"
				"\t\tmap $lightmap\n"
				"\t\trgbGen identity\n"
				"\t\tdepthFunc equal\n"
				"\t}\n"
				"\tq3map_styleMarker\n"
				"\t{\n"
				"\t\tmap %s\n"
				"\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
				"\t\tdepthFunc equal\n" "\t\trgbGen identity\n" "\t}\n" "}\n", si->implicitImagePath, si->implicitImagePath);
	}

	/* et: implicitBlend */
	else if(si->implicitMap == IM_BLEND)
	{
		srcShaderText = temp;
		sprintf(temp, "\n"
				"{ // Q3Map2 defaulted (implicitBlend)\n"
				"\tcull none\n"
				"\t{\n"
				"\t\tmap %s\n"
				"\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
				"\t}\n"
				"\t{\n"
				"\t\tmap $lightmap\n"
				"\t\trgbGen identity\n"
				"\t\tblendFunc GL_DST_COLOR GL_ZERO\n" "\t}\n" "\tq3map_styleMarker\n" "}\n", si->implicitImagePath);
	}

	/* default shader text */
	else if(srcShaderText == NULL)
	{
		srcShaderText = temp;
		sprintf(temp, "\n"
				"{ // Q3Map2 defaulted\n"
				"\t{\n"
				"\t\tmap $lightmap\n"
				"\t\trgbGen identity\n"
				"\t}\n"
				"\tq3map_styleMarker\n"
				"\t{\n"
				"\t\tmap %s.tga\n" "\t\tblendFunc GL_DST_COLOR GL_ZERO\n" "\t\trgbGen identity\n" "\t}\n" "}\n", si->shader);
	}

	/* error check */
	if((strlen(mapName) + 1 + 32) > MAX_QPATH)
		Error("Custom shader name length (%d) exceeded. Shorten your map name.", MAX_QPATH);

	/* do some bad find-replace */
	s = strstr(srcShaderText, find);
	if(s == NULL)
		//% strcpy( shaderText, srcShaderText );
		return si;				/* testing just using the existing shader if this fails */
	else
	{
		/* substitute 'find' with 'replace' */
		loc = s - srcShaderText;
		strcpy(shaderText, srcShaderText);
		shaderText[loc] = '\0';
		strcat(shaderText, replace);
		strcat(shaderText, &srcShaderText[loc + strlen(find)]);
	}

	/* make md4 hash of the shader text */
	Com_BlockFullChecksum(shaderText, strlen(shaderText), digest);

	/* mangle hash into a shader name */
	sprintf(shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
			digest[0], digest[1], digest[2], digest[3], digest[4], digest[5], digest[6], digest[7],
			digest[8], digest[9], digest[10], digest[11], digest[12], digest[13], digest[14], digest[15]);

	/* get shader */
	csi = ShaderInfoForShader(shader);

	/* might be a preexisting shader */
	if(csi->custom)
		return csi;

	/* clone the existing shader and rename */
	memcpy(csi, si, sizeof(shaderInfo_t));
	strcpy(csi->shader, shader);
	csi->custom = qtrue;

	/* store new shader text */
	csi->shaderText = safe_malloc(strlen(shaderText) + 1);
	strcpy(csi->shaderText, shaderText);	/* LEAK! */

	/* return it */
	return csi;
}



/*
EmitVertexRemapShader()
adds a vertexremapshader key/value pair to worldspawn
*/

void EmitVertexRemapShader(char *from, char *to)
{
	byte            digest[16];
	char            key[64], value[256];


	/* dummy check */
	if(from == NULL || from[0] == '\0' || to == NULL || to[0] == '\0')
		return;

	/* build value */
	sprintf(value, "%s;%s", from, to);

	/* make md4 hash */
	Com_BlockFullChecksum(value, strlen(value), digest);

	/* make key (this is annoying, as vertexremapshader is precisely 17 characters,
	   which is one too long, so we leave off the last byte of the md5 digest) */
	sprintf(key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", digest[0], digest[1], digest[2], digest[3], digest[4], digest[5], digest[6], digest[7], digest[8], digest[9], digest[10], digest[11], digest[12], digest[13], digest[14]);	/* no: digest[ 15 ] */

	/* add key/value pair to worldspawn */
	SetKeyValue(&entities[0], key, value);
}



/*
AllocShaderInfo()
allocates and initializes a new shader
*/

static shaderInfo_t *AllocShaderInfo(void)
{
	shaderInfo_t   *si;


	/* allocate? */
	if(shaderInfo == NULL)
	{
		shaderInfo = safe_malloc(sizeof(shaderInfo_t) * MAX_SHADER_INFO);
		numShaderInfo = 0;
	}

	/* bounds check */
	if(numShaderInfo == MAX_SHADER_INFO)
		Error("MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again.");
	si = &shaderInfo[numShaderInfo];
	numShaderInfo++;

	/* ydnar: clear to 0 first */
	memset(si, 0, sizeof(shaderInfo_t));

	/* set defaults */
	ApplySurfaceParm("default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);

	si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
	si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;

	si->bounceScale = DEF_RADIOSITY_BOUNCE;

	si->lightStyle = LS_NORMAL;

	si->polygonOffset = qfalse;

	si->shadeAngleDegrees = 0.0f;
	si->lightmapSampleSize = 0;
	si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
	si->patchShadows = qfalse;
	si->vertexShadows = qtrue;	/* ydnar: changed default behavior */
	si->forceSunlight = qfalse;
	si->vertexScale = 1.0;
	si->notjunc = qfalse;

	/* ydnar: set texture coordinate transform matrix to identity */
	TCModIdentity(si->mod);

	/* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
	si->lmCustomWidth = lmCustomSize;
	si->lmCustomHeight = lmCustomSize;

	/* return to sender */
	return si;
}



/*
FinishShader() - ydnar
sets a shader's width and height among other things
*/

void FinishShader(shaderInfo_t * si)
{
	int             x, y;
	float           st[2], o[2], dist, bestDist;
	vec4_t          color;
	vec3_t          delta;


	/* don't double-dip */
	if(si->finished)
		return;

	/* if they're explicitly set, copy from image size */
	if(si->shaderWidth == 0 && si->shaderHeight == 0)
	{
		si->shaderWidth = si->shaderImage->width;
		si->shaderHeight = si->shaderImage->height;
	}

	/* legacy terrain has explicit image-sized texture projection */
	if(si->legacyTerrain && si->tcGen == qfalse)
	{
		/* set xy texture projection */
		si->tcGen = qtrue;
		VectorSet(si->vecs[0], (1.0f / (si->shaderWidth * 0.5f)), 0, 0);
		VectorSet(si->vecs[1], 0, (1.0f / (si->shaderHeight * 0.5f)), 0);
	}

	/* find pixel coordinates best matching the average color of the image */
	bestDist = 99999999;
	o[0] = 1.0f / si->shaderImage->width;
	o[1] = 1.0f / si->shaderImage->height;
	for(y = 0, st[1] = 0.0f; y < si->shaderImage->height; y++, st[1] += o[1])
	{
		for(x = 0, st[0] = 0.0f; x < si->shaderImage->width; x++, st[0] += o[0])
		{
			/* sample the shader image */
			RadSampleImage(si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color);

			/* determine error squared */
			VectorSubtract(color, si->averageColor, delta);
			//delta[3] = color[3] - si->averageColor[3];
			dist = delta[0] * delta[0] + delta[1] * delta[1] + delta[2] * delta[2];
			if(dist < bestDist)
			{
				si->stFlat[0] = st[0];
				si->stFlat[1] = st[1];
			}
		}
	}

	/* set to finished */
	si->finished = qtrue;
}



/*
LoadShaderImages()
loads a shader's images
ydnar: image.c made this a bit simpler
*/

static void LoadShaderImages(shaderInfo_t * si)
{
	int             i, count;
	float           color[3];


	/* nodraw shaders don't need images */
	if(si->compileFlags & C_NODRAW)
		si->shaderImage = ImageLoad(DEFAULT_IMAGE);
	else
	{
		/* try to load editor image first */
		si->shaderImage = ImageLoad(si->editorImagePath);

		/* then try shadername */
		if(si->shaderImage == NULL)
			si->shaderImage = ImageLoad(si->shader);

		/* then try implicit image path (note: new behavior!) */
		if(si->shaderImage == NULL)
			si->shaderImage = ImageLoad(si->implicitImagePath);

		/* then try lightimage (note: new behavior!) */
		if(si->shaderImage == NULL)
			si->shaderImage = ImageLoad(si->lightImagePath);

		/* otherwise, use default image */
		if(si->shaderImage == NULL)
		{
			si->shaderImage = ImageLoad(DEFAULT_IMAGE);
			if(warnImage && strcmp(si->shader, "noshader"))
				Sys_Printf("WARNING: Couldn't find image for shader %s\n", si->shader);
		}

		/* load light image */
		si->lightImage = ImageLoad(si->lightImagePath);

		/* load normalmap image (ok if this is NULL) */
		si->normalImage = ImageLoad(si->normalImagePath);
		if(si->normalImage != NULL)
		{
			Sys_FPrintf(SYS_VRB, "Shader %s has\n" "    NM %s\n", si->shader, si->normalImagePath);
		}
	}

	/* if no light image, use shader image */
	if(si->lightImage == NULL)
		si->lightImage = ImageLoad(si->shaderImage->name);

	/* create default and average colors */
	count = si->lightImage->width * si->lightImage->height;
	VectorClear(color);
	//color[3] = 0.0f;
	for(i = 0; i < count; i++)
	{
		color[0] += si->lightImage->pixels[i * 4 + 0];
		color[1] += si->lightImage->pixels[i * 4 + 1];
		color[2] += si->lightImage->pixels[i * 4 + 2];
		//color[3] += si->lightImage->pixels[i * 4 + 3];
	}

	if(VectorLength(si->color) <= 0.0f)
	{
		ColorNormalize(color, si->color);
		VectorScale(color, (1.0f / count), si->averageColor);
	}
	else
	{
		VectorCopy(si->color, si->averageColor);
	}
}



/*
ShaderInfoForShader()
finds a shaderinfo for a named shader
*/

#define MAX_SHADER_DEPRECATION_DEPTH 16

shaderInfo_t   *ShaderInfoForShader(const char *shaderName)
{
	int             i;
	int             deprecationDepth;
	shaderInfo_t   *si;
	char            shader[MAX_QPATH];

	/* dummy check */
	if(shaderName == NULL || shaderName[0] == '\0')
	{
		Sys_Printf("WARNING: Null or empty shader name\n");
		shaderName = "missing";
	}

	/* strip off extension */
	strcpy(shader, shaderName);
	StripExtension(shader);

	/* search for it */
	deprecationDepth = 0;
	for(i = 0; i < numShaderInfo; i++)
	{
		si = &shaderInfo[i];
		if(!Q_stricmp(shader, si->shader))
		{
			/* check if shader is deprecated */
			if(deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && si->deprecateShader && si->deprecateShader[0])
			{
				/* override name */
				strcpy(shader, si->deprecateShader);
				StripExtension(shader);
				/* increase deprecation depth */
				deprecationDepth++;
				if(deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH)
					Sys_Printf("WARNING: Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH,
							   shader);
				/* search again from beginning */
				i = -1;
				continue;
			}

			/* load image if necessary */
			if(si->finished == qfalse)
			{
				LoadShaderImages(si);
				FinishShader(si);
			}

			/* return it */
			return si;
		}
	}

	/* allocate a default shader */
	si = AllocShaderInfo();
	strcpy(si->shader, shader);
	LoadShaderImages(si);
	FinishShader(si);

	/* return it */
	return si;
}



/*
GetTokenAppend() - ydnar
gets a token and appends its text to the specified buffer
*/

static int      oldScriptLine = 0;
static int      tabDepth = 0;

qboolean GetTokenAppend(char *buffer, qboolean crossline)
{
	qboolean        r;
	int             i;


	/* get the token */
	r = GetToken(crossline);
	if(r == qfalse || buffer == NULL || token[0] == '\0')
		return r;

	/* pre-tabstops */
	if(token[0] == '}')
		tabDepth--;

	/* append? */
	if(oldScriptLine != GetLine())
	{
		strcat(buffer, "\n");
		for(i = 0; i < tabDepth; i++)
			strcat(buffer, "\t");
	}
	else
		strcat(buffer, " ");
	oldScriptLine = GetLine();
	strcat(buffer, token);

	/* post-tabstops */
	if(token[0] == '{')
		tabDepth++;

	/* return */
	return r;
}


void Parse1DMatrixAppend(char *buffer, int x, vec_t * m)
{
	int             i;


	if(!GetTokenAppend(buffer, qtrue) || strcmp(token, "("))
		Error("Parse1DMatrixAppend(): line %d: ( not found!", GetLine());
	for(i = 0; i < x; i++)
	{
		if(!GetTokenAppend(buffer, qfalse))
			Error("Parse1DMatrixAppend(): line %d: Number not found!", GetLine());
		m[i] = atof(token);
	}
	if(!GetTokenAppend(buffer, qtrue) || strcmp(token, ")"))
		Error("Parse1DMatrixAppend(): line %d: ) not found!", GetLine());
}




/*
ParseShaderFile()
parses a shader file into discrete shaderInfo_t
*/

static void ParseShaderFile(const char *filename)
{
	int             i, val;
	shaderInfo_t   *si;
	char           *suffix, temp[1024];
	char            shaderText[8192];	/* ydnar: fixme (make this bigger?) */


	/* init */
	si = NULL;
	shaderText[0] = '\0';

	/* load the shader */
	LoadScriptFile(filename, 0);

	/* tokenize it */
	while(1)
	{
		/* test for end of file */
		if(!GetToken(qtrue))
		{
			break;
		}

		/* Tr3B: skip shader tables */
		if(!Q_stricmp(token, "table"))
		{
			/* skip table name */
			GetToken(qtrue);

			SkipBracedSection();
			continue;
		}
		/* FIXME: support shader templates */
		else if(!Q_stricmp(token, "guide"))
		{
			// parse shader name
			GetToken(qtrue);

			Sys_FPrintf(SYS_VRB, "shader '%s' is guided\n", token);

			//si = AllocShaderInfo();
			//strcpy(si->shader, token);

			// skip guide name
			GetToken(qtrue);

			// skip parameters
			MatchToken("(");

			while(1)
			{
				GetToken(qtrue);

				if(!token[0])
					break;

				if(!Q_stricmp(token, ")"))
					break;
			}
			continue;
		}
		else
		{
			/* shader name is initial token */
			si = AllocShaderInfo();
			strcpy(si->shader, token);
			si->explicitDef = qtrue;
			MatchToken("{");

			/* copy shader text to the shaderinfo */
			if(si != NULL && shaderText[0] != '\0')
			{
				strcat(shaderText, "\n");
				si->shaderText = safe_malloc(strlen(shaderText) + 1);
				strcpy(si->shaderText, shaderText);
				//% if( VectorLength( si->vecs[ 0 ] ) )
				//%     Sys_Printf( "%s\n", shaderText );
			}

			/* ydnar: clear shader text buffer */
			shaderText[0] = '\0';
		}

		/* ignore ":xmap" suffix */
		suffix = strstr(si->shader, ":xmap");
		if(suffix != NULL)
			*suffix = '\0';

		while(1)
		{
			/* get the next token */
			if(!GetTokenAppend(shaderText, qtrue))
				break;
			if(!strcmp(token, "}"))
				break;


			/* -----------------------------------------------------------------
			   shader stages (passes)
			   ----------------------------------------------------------------- */

			/* parse stage directives */
			if(!strcmp(token, "{"))
			{
				si->hasPasses = qtrue;
				while(1)
				{
					if(!GetTokenAppend(shaderText, qtrue))
						break;
					if(!strcmp(token, "}"))
						break;

					/* only care about images if we don't have an editor/light image */
					if(si->editorImagePath[0] == '\0' && si->lightImagePath[0] == '\0' && si->implicitImagePath[0] == '\0')
					{
						/* digest any images */
						if(!Q_stricmp(token, "map") ||
						   !Q_stricmp(token, "clampMap") ||
						   !Q_stricmp(token, "animMap") ||
						   !Q_stricmp(token, "clampAnimMap") ||
						   !Q_stricmp(token, "clampMap") || !Q_stricmp(token, "mapComp") || !Q_stricmp(token, "mapNoComp"))
						{
							/* skip one token for animated stages */
							if(!Q_stricmp(token, "animMap") || !Q_stricmp(token, "clampAnimMap"))
								GetTokenAppend(shaderText, qfalse);

							/* get an image */
							GetTokenAppend(shaderText, qfalse);
							if(token[0] != '*' && token[0] != '$')
							{
								strcpy(si->lightImagePath, token);
								DefaultExtension(si->lightImagePath, ".tga");

								/* debug code */
								//% Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
							}
						}
					}
				}
				//continue;
			}


			/* -----------------------------------------------------------------
			   game-related shader directives
			   ----------------------------------------------------------------- */

			/* ydnar: fogparms (for determining fog volumes) */
			else if(!Q_stricmp(token, "fogparms"))
			{
				si->fogParms = qtrue;
				ApplySurfaceParm("fog", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);
			}

			/* ydnar: polygonoffset (for no culling) */
			else if(!Q_stricmp(token, "polygonoffset"))
				si->polygonOffset = qtrue;

			/* tesssize is used to force liquid surfaces to subdivide */
			else if(!Q_stricmp(token, "tessSize") || !Q_stricmp(token, "q3map_tessSize") /* sof2 */ )
			{
				GetTokenAppend(shaderText, qfalse);
				si->subdivisions = atof(token);
			}

			/* cull none will set twoSided (ydnar: added disable too) */
			else if(!Q_stricmp(token, "cull"))
			{
				GetTokenAppend(shaderText, qfalse);
				if(!Q_stricmp(token, "none") || !Q_stricmp(token, "disable") || !Q_stricmp(token, "twosided"))
					si->twoSided = qtrue;
			}

			/* Tr3B: forceOpaque will override translucent */
			else if(!Q_stricmp(token, "forceOpaque"))
			{
				si->forceOpaque = qtrue;
			}

			/* deformVertexes autosprite[ 2 ]
			   we catch this so autosprited surfaces become point
			   lights instead of area lights */
			else if(!Q_stricmp(token, "deformVertexes"))
			{
				GetTokenAppend(shaderText, qfalse);

				/* deformVertexes autosprite(2) */
				if(!Q_strnicmp(token, "autosprite", 10))
				{
					/* set it as autosprite and detail */
					si->autosprite = qtrue;
					ApplySurfaceParm("detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);

					/* ydnar: gs mods: added these useful things */
					si->noClip = qtrue;
					si->notjunc = qtrue;
				}

				/* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
				if(!Q_stricmp(token, "move"))
				{
					vec3_t          amt, mins, maxs;
					float           base, amp;


					/* get move amount */
					GetTokenAppend(shaderText, qfalse);
					amt[0] = atof(token);
					GetTokenAppend(shaderText, qfalse);
					amt[1] = atof(token);
					GetTokenAppend(shaderText, qfalse);
					amt[2] = atof(token);

					/* skip func */
					GetTokenAppend(shaderText, qfalse);

					/* get base and amplitude */
					GetTokenAppend(shaderText, qfalse);
					base = atof(token);
					GetTokenAppend(shaderText, qfalse);
					amp = atof(token);

					/* calculate */
					VectorScale(amt, base, mins);
					VectorMA(mins, amp, amt, maxs);
					VectorAdd(si->mins, mins, si->mins);
					VectorAdd(si->maxs, maxs, si->maxs);
				}
			}

			/* light <value> (old-style flare specification) */
			else if(!Q_stricmp(token, "light"))
			{
				GetTokenAppend(shaderText, qfalse);
				si->flareShader = game->flareShader;
			}

			/* ydnar: damageShader <shader> <health> (sof2 mods) */
			else if(!Q_stricmp(token, "damageShader"))
			{
				GetTokenAppend(shaderText, qfalse);
				if(token[0] != '\0')
				{
					si->damageShader = safe_malloc(strlen(token) + 1);
					strcpy(si->damageShader, token);
				}
				GetTokenAppend(shaderText, qfalse);	/* don't do anything with health */
			}

			/* ydnar: enemy territory implicit shaders */
			else if(!Q_stricmp(token, "implicitMap"))
			{
				si->implicitMap = IM_OPAQUE;
				GetTokenAppend(shaderText, qfalse);
				if(token[0] == '-' && token[1] == '\0')
					sprintf(si->implicitImagePath, "%s.tga", si->shader);
				else
					strcpy(si->implicitImagePath, token);
			}

			else if(!Q_stricmp(token, "implicitMask"))
			{
				si->implicitMap = IM_MASKED;
				GetTokenAppend(shaderText, qfalse);
				if(token[0] == '-' && token[1] == '\0')
					sprintf(si->implicitImagePath, "%s.tga", si->shader);
				else
					strcpy(si->implicitImagePath, token);
			}

			else if(!Q_stricmp(token, "implicitBlend"))
			{
				si->implicitMap = IM_MASKED;
				GetTokenAppend(shaderText, qfalse);
				if(token[0] == '-' && token[1] == '\0')
					sprintf(si->implicitImagePath, "%s.tga", si->shader);
				else
					strcpy(si->implicitImagePath, token);
			}


			/* -----------------------------------------------------------------
			   image directives
			   ----------------------------------------------------------------- */

			/* qer_editorimage <image> */
			else if(!Q_stricmp(token, "qer_editorImage"))
			{
				GetTokenAppend(shaderText, qfalse);
				strcpy(si->editorImagePath, token);
				DefaultExtension(si->editorImagePath, ".tga");
			}

			/* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
			else if(!Q_stricmp(token, "q3map_normalImage"))
			{
				GetTokenAppend(shaderText, qfalse);
				strcpy(si->normalImagePath, token);
				DefaultExtension(si->normalImagePath, ".tga");
			}

			/* q3map_lightimage <image> */
			else if(!Q_stricmp(token, "q3map_lightImage"))
			{
				GetTokenAppend(shaderText, qfalse);
				strcpy(si->lightImagePath, token);
				DefaultExtension(si->lightImagePath, ".tga");

				//Sys_FPrintf(SYS_VRB, "q3map_lightImage: %s\n", si->lightImagePath);
			}

			/* ydnar: skyparms <outer image> <cloud height> <inner image> */
			else if(!Q_stricmp(token, "skyParms"))
			{
				/* get image base */
				GetTokenAppend(shaderText, qfalse);

				/* ignore bogus paths */
				if(Q_stricmp(token, "-") && Q_stricmp(token, "full"))
				{
					strcpy(si->skyParmsImageBase, token);

					/* use top image as sky light image */
					if(si->lightImagePath[0] == '\0')
						sprintf(si->lightImagePath, "%s_up.tga", si->skyParmsImageBase);
				}

				/* skip rest of line */
				GetToken(qfalse);
				GetToken(qfalse);
			}

			/* Tr3B: check if this shader has shortcut passes */
			else if(!Q_stricmp(token, "diffusemap"))
			{
				// TODO lightImagePath with extended parser support
				GetToken(qfalse);
				//strcpy(si->lightImagePath, token);
				//DefaultExtension(si->lightImagePath, ".tga");
				si->hasPasses = qtrue;
			}

			else if(!Q_stricmp(token, "bumpmap"))
			{
				// TODO
				GetTokenAppend(shaderText, qfalse);
				si->hasPasses = qtrue;
			}

			else if(!Q_stricmp(token, "specularmap"))
			{
				// TODO
				GetTokenAppend(shaderText, qfalse);
				si->hasPasses = qtrue;
			}

			/* -----------------------------------------------------------------
			   q3map_* directives
			   ----------------------------------------------------------------- */

			/* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
			   color will be normalized, so it doesn't matter what range you use
			   intensity falls off with angle but not distance 100 is a fairly bright sun
			   degree of 0 = from the east, 90 = north, etc.  altitude of 0 = sunrise/set, 90 = noon
			   ydnar: sof2map has bareword 'sun' token, so we support that as well */
			else if(!Q_stricmp(token, "sun") /* sof2 */  || !Q_stricmp(token, "q3map_sun") || !Q_stricmp(token, "q3map_sunExt"))
			{
				float           a, b;
				sun_t          *sun;
				qboolean        ext;

				/* ydnar: extended sun directive? */
				ext = !Q_stricmp(token, "q3map_sunExt");

				/* allocate sun */
				sun = safe_malloc(sizeof(*sun));
				memset(sun, 0, sizeof(*sun));

				/* set style */
				sun->style = si->lightStyle;

				/* get color */
				GetTokenAppend(shaderText, qfalse);
				sun->color[0] = atof(token);
				GetTokenAppend(shaderText, qfalse);
				sun->color[1] = atof(token);
				GetTokenAppend(shaderText, qfalse);
				sun->color[2] = atof(token);

				/* normalize it */
				VectorNormalize2(sun->color, sun->color);

				/* scale color by brightness */
				GetTokenAppend(shaderText, qfalse);
				sun->photons = atof(token);

				/* get sun angle/elevation */
				GetTokenAppend(shaderText, qfalse);
				a = atof(token);
				a = a / 180.0f * Q_PI;

				GetTokenAppend(shaderText, qfalse);
				b = atof(token);
				b = b / 180.0f * Q_PI;

				sun->direction[0] = cos(a) * cos(b);
				sun->direction[1] = sin(a) * cos(b);
				sun->direction[2] = sin(b);

				/* get filter radius from shader */
				sun->filterRadius = si->lightFilterRadius;

				/* ydnar: get sun angular deviance/samples */
				if(ext && TokenAvailable())
				{
					GetTokenAppend(shaderText, qfalse);
					sun->deviance = atof(token);
					sun->deviance = sun->deviance / 180.0f * Q_PI;

					GetTokenAppend(shaderText, qfalse);
					sun->numSamples = atoi(token);
				}

				/* store sun */
				sun->next = si->sun;
				si->sun = sun;

				/* apply sky surfaceparm */
				ApplySurfaceParm("sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);

				/* don't process any more tokens on this line */
				continue;
			}

			/* match q3map_ */
			else if(!Q_strnicmp(token, "q3map_", 6))
			{
				/* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
				if(!Q_stricmp(token, "q3map_baseShader"))
				{
					shaderInfo_t   *si2;
					qboolean        oldWarnImage;


					/* get shader */
					GetTokenAppend(shaderText, qfalse);
					//% Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
					oldWarnImage = warnImage;
					warnImage = qfalse;
					si2 = ShaderInfoForShader(token);
					warnImage = oldWarnImage;

					/* subclass it */
					if(si2 != NULL)
					{
						/* preserve name */
						strcpy(temp, si->shader);

						/* copy shader */
						memcpy(si, si2, sizeof(*si));

						/* restore name and set to unfinished */
						strcpy(si->shader, temp);
						si->shaderWidth = 0;
						si->shaderHeight = 0;
						si->finished = qfalse;
					}
				}

				/* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
				else if(!Q_stricmp(token, "q3map_surfacemodel"))
				{
					surfaceModel_t *model;

					/* allocate new model and attach it */
					model = safe_malloc(sizeof(*model));
					memset(model, 0, sizeof(*model));
					model->next = si->surfaceModel;
					si->surfaceModel = model;

					/* get parameters */
					GetTokenAppend(shaderText, qfalse);
					strcpy(model->model, token);

					GetTokenAppend(shaderText, qfalse);
					model->density = atof(token);
					GetTokenAppend(shaderText, qfalse);
					model->odds = atof(token);

					GetTokenAppend(shaderText, qfalse);
					model->minScale = atof(token);
					GetTokenAppend(shaderText, qfalse);
					model->maxScale = atof(token);

					GetTokenAppend(shaderText, qfalse);
					model->minAngle = atof(token);
					GetTokenAppend(shaderText, qfalse);
					model->maxAngle = atof(token);

					GetTokenAppend(shaderText, qfalse);
					model->oriented = (token[0] == '1' ? qtrue : qfalse);
				}

				/* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
				else if(!Q_stricmp(token, "q3map_foliage"))
				{
					foliage_t      *foliage;


					/* allocate new foliage struct and attach it */
					foliage = safe_malloc(sizeof(*foliage));
					memset(foliage, 0, sizeof(*foliage));
					foliage->next = si->foliage;
					si->foliage = foliage;

					/* get parameters */
					GetTokenAppend(shaderText, qfalse);
					strcpy(foliage->model, token);

					GetTokenAppend(shaderText, qfalse);
					foliage->scale = atof(token);
					GetTokenAppend(shaderText, qfalse);
					foliage->density = atof(token);
					GetTokenAppend(shaderText, qfalse);
					foliage->odds = atof(token);
					GetTokenAppend(shaderText, qfalse);
					foliage->inverseAlpha = atoi(token);
				}

				/* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
				else if(!Q_stricmp(token, "q3map_bounce") || !Q_stricmp(token, "q3map_bounceScale"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->bounceScale = atof(token);
				}

				/* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
				else if(!Q_stricmp(token, "q3map_skyLight"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->skyLightValue = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->skyLightIterations = atoi(token);

					/* clamp */
					if(si->skyLightValue < 0.0f)
						si->skyLightValue = 0.0f;
					if(si->skyLightIterations < 2)
						si->skyLightIterations = 2;
				}

				/* q3map_surfacelight <value> */
				else if(!Q_stricmp(token, "q3map_surfacelight"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->value = atof(token);
					//Sys_FPrintf(SYS_VRB, "q3map_surfacelight: %f (%s)\n", si->value, si->shader);
				}

				/* q3map_lightStyle (sof2/jk2 lightstyle) */
				else if(!Q_stricmp(token, "q3map_lightStyle"))
				{
					GetTokenAppend(shaderText, qfalse);
					val = atoi(token);
					if(val < 0)
						val = 0;
					else if(val > LS_NONE)
						val = LS_NONE;
					si->lightStyle = val;
				}

				/* wolf: q3map_lightRGB <red> <green> <blue> */
				else if(!Q_stricmp(token, "q3map_lightRGB"))
				{
					VectorClear(si->color);
					GetTokenAppend(shaderText, qfalse);
					si->color[0] = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->color[1] = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->color[2] = atof(token);
					ColorNormalize(si->color, si->color);
				}

				/* q3map_lightSubdivide <value> */
				else if(!Q_stricmp(token, "q3map_lightSubdivide"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->lightSubdivide = atoi(token);
				}

				/* q3map_backsplash <percent> <distance> */
				else if(!Q_stricmp(token, "q3map_backsplash"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->backsplashFraction = atof(token) * 0.01f;
					GetTokenAppend(shaderText, qfalse);
					si->backsplashDistance = atof(token);
				}

				/* q3map_floodLight <r> <g> <b> <diste> <intensity> <light_direction_power> */
				else if(!Q_stricmp(token, "q3map_floodLight"))
				{
					/* get color */
					GetTokenAppend(shaderText, qfalse);
					si->floodlightRGB[0] = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->floodlightRGB[1] = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->floodlightRGB[2] = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->floodlightDistance = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->floodlightIntensity = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->floodlightDirectionScale = atof(token);
				}

				/* jal: q3map_nodirty : skip dirty */
				else if(!Q_stricmp(token, "q3map_nodirty"))
				{
					si->noDirty = qtrue;
				}

				/* q3map_lightmapSampleSize <value> */
				else if(!Q_stricmp(token, "q3map_lightmapSampleSize"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->lightmapSampleSize = atoi(token);
				}

				/* q3map_lightmapSampleOffset <value> */
				else if(!Q_stricmp(token, "q3map_lightmapSampleOffset"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->lightmapSampleOffset = atof(token);
				}

				/* ydnar: q3map_lightmapFilterRadius <self> <other> */
				else if(!Q_stricmp(token, "q3map_lightmapFilterRadius"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->lmFilterRadius = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->lightFilterRadius = atof(token);
				}

				/* ydnar: q3map_lightmapAxis [xyz] */
				else if(!Q_stricmp(token, "q3map_lightmapAxis"))
				{
					GetTokenAppend(shaderText, qfalse);
					if(!Q_stricmp(token, "x"))
						VectorSet(si->lightmapAxis, 1, 0, 0);
					else if(!Q_stricmp(token, "y"))
						VectorSet(si->lightmapAxis, 0, 1, 0);
					else if(!Q_stricmp(token, "z"))
						VectorSet(si->lightmapAxis, 0, 0, 1);
					else
					{
						Sys_Printf("WARNING: Unknown value for lightmap axis: %s\n", token);
						VectorClear(si->lightmapAxis);
					}
				}

				/* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
				else if(!Q_stricmp(token, "q3map_lightmapSize"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->lmCustomWidth = atoi(token);
					GetTokenAppend(shaderText, qfalse);
					si->lmCustomHeight = atoi(token);

					/* must be a power of 2 */
					if(((si->lmCustomWidth - 1) & si->lmCustomWidth) || ((si->lmCustomHeight - 1) & si->lmCustomHeight))
					{
						Sys_Printf("WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
								   si->lmCustomWidth, si->lmCustomHeight);
						si->lmCustomWidth = lmCustomSize;
						si->lmCustomHeight = lmCustomSize;
					}
				}

				/* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
				else if(!Q_stricmp(token, "q3map_lightmapBrightness") || !Q_stricmp(token, "q3map_lightmapGamma"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->lmBrightness = atof(token);
					if(si->lmBrightness < 0)
						si->lmBrightness = 1.0;
				}

				/* q3map_vertexScale (scale vertex lighting by this fraction) */
				else if(!Q_stricmp(token, "q3map_vertexScale"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->vertexScale = atof(token);
				}

				/* q3map_noVertexLight */
				else if(!Q_stricmp(token, "q3map_noVertexLight"))
				{
					si->noVertexLight = qtrue;
				}

				/* q3map_flare[Shader] <shader> */
				else if(!Q_stricmp(token, "q3map_flare") || !Q_stricmp(token, "q3map_flareShader"))
				{
					GetTokenAppend(shaderText, qfalse);
					if(token[0] != '\0')
					{
						si->flareShader = safe_malloc(strlen(token) + 1);
						strcpy(si->flareShader, token);
					}
				}

				/* q3map_backShader <shader> */
				else if(!Q_stricmp(token, "q3map_backShader"))
				{
					GetTokenAppend(shaderText, qfalse);
					if(token[0] != '\0')
					{
						si->backShader = safe_malloc(strlen(token) + 1);
						strcpy(si->backShader, token);
					}
				}

				/* ydnar: q3map_cloneShader <shader> */
				else if(!Q_stricmp(token, "q3map_cloneShader"))
				{
					GetTokenAppend(shaderText, qfalse);
					if(token[0] != '\0')
					{
						si->cloneShader = safe_malloc(strlen(token) + 1);
						strcpy(si->cloneShader, token);
					}
				}

				/* q3map_remapShader <shader> */
				else if(!Q_stricmp(token, "q3map_remapShader"))
				{
					GetTokenAppend(shaderText, qfalse);
					if(token[0] != '\0')
					{
						si->remapShader = safe_malloc(strlen(token) + 1);
						strcpy(si->remapShader, token);
					}
				}

				/* q3map_deprecateShader <shader> */
				else if(!Q_stricmp(token, "q3map_deprecateShader"))
				{
					GetTokenAppend(shaderText, qfalse);
					if(token[0] != '\0')
					{

						si->deprecateShader = safe_malloc(strlen(token) + 1);
						strcpy(si->deprecateShader, token);
					}
				}

				/* ydnar: q3map_offset <value> */
				else if(!Q_stricmp(token, "q3map_offset"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->offset = atof(token);
				}

				/* ydnar: q3map_fur <numlayers> <offset> <fade> */
				else if(!Q_stricmp(token, "q3map_fur"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->furNumLayers = atoi(token);
					GetTokenAppend(shaderText, qfalse);
					si->furOffset = atof(token);
					GetTokenAppend(shaderText, qfalse);
					si->furFade = atof(token);
				}

				/* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
				else if(!Q_stricmp(token, "q3map_terrain"))
				{
					/* team arena terrain is assumed to be nonplanar, with full normal averaging,
					   passed through the metatriangle surface pipeline, with a lightmap axis on z */
					si->legacyTerrain = qtrue;
					si->noClip = qtrue;
					si->notjunc = qtrue;
					si->indexed = qtrue;
					si->nonplanar = qtrue;
					si->forceMeta = qtrue;
					si->shadeAngleDegrees = 179.0f;
					//% VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
				}

				/* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
				else if(!Q_stricmp(token, "q3map_forceMeta"))
				{
					si->forceMeta = qtrue;
				}

				/* ydnar: gs mods: q3map_shadeAngle <degrees> */
				else if(!Q_stricmp(token, "q3map_shadeAngle"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->shadeAngleDegrees = atof(token);
				}

				/* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
				else if(!Q_stricmp(token, "q3map_textureSize"))
				{
					GetTokenAppend(shaderText, qfalse);
					si->shaderWidth = atoi(token);
					GetTokenAppend(shaderText, qfalse);
					si->shaderHeight = atoi(token);
				}

				/* ydnar: gs mods: q3map_tcGen <style> <parameters> */
				else if(!Q_stricmp(token, "q3map_tcGen"))
				{
					si->tcGen = qtrue;
					GetTokenAppend(shaderText, qfalse);

					/* q3map_tcGen vector <s vector> <t vector> */
					if(!Q_stricmp(token, "vector"))
					{
						Parse1DMatrixAppend(shaderText, 3, si->vecs[0]);
						Parse1DMatrixAppend(shaderText, 3, si->vecs[1]);
					}

					/* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
					else if(!Q_stricmp(token, "ivector"))
					{
						Parse1DMatrixAppend(shaderText, 3, si->vecs[0]);
						Parse1DMatrixAppend(shaderText, 3, si->vecs[1]);
						for(i = 0; i < 3; i++)
						{
							si->vecs[0][i] = si->vecs[0][i] ? 1.0 / si->vecs[0][i] : 0;
							si->vecs[1][i] = si->vecs[1][i] ? 1.0 / si->vecs[1][i] : 0;
						}
					}
					else
					{
						Sys_Printf("WARNING: Unknown q3map_tcGen method: %s\n", token);
						VectorClear(si->vecs[0]);
						VectorClear(si->vecs[1]);
					}
				}

				/* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
				else if(!Q_stricmp(token, "q3map_colorGen") || !Q_stricmp(token, "q3map_colorMod") ||
						!Q_stricmp(token, "q3map_rgbGen") || !Q_stricmp(token, "q3map_rgbMod") ||
						!Q_stricmp(token, "q3map_alphaGen") || !Q_stricmp(token, "q3map_alphaMod"))
				{
					colorMod_t     *cm, *cm2;
					int             alpha;


					/* alphamods are colormod + 1 */
					alpha = (!Q_stricmp(token, "q3map_alphaGen") || !Q_stricmp(token, "q3map_alphaMod")) ? 1 : 0;

					/* allocate new colormod */
					cm = safe_malloc(sizeof(*cm));
					memset(cm, 0, sizeof(*cm));

					/* attach to shader */
					if(si->colorMod == NULL)
						si->colorMod = cm;
					else
					{
						for(cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next)
						{
							if(cm2->next == NULL)
							{
								cm2->next = cm;
								break;
							}
						}
					}

					/* get type */
					GetTokenAppend(shaderText, qfalse);

					/* alpha set|const A */
					if(alpha && (!Q_stricmp(token, "set") || !Q_stricmp(token, "const")))
					{
						cm->type = CM_ALPHA_SET;
						GetTokenAppend(shaderText, qfalse);
						cm->data[0] = atof(token);
					}

					/* color|rgb set|const ( X Y Z ) */
					else if(!Q_stricmp(token, "set") || !Q_stricmp(token, "const"))
					{
						cm->type = CM_COLOR_SET;
						Parse1DMatrixAppend(shaderText, 3, cm->data);
					}

					/* alpha scale A */
					else if(alpha && !Q_stricmp(token, "scale"))
					{
						cm->type = CM_ALPHA_SCALE;
						GetTokenAppend(shaderText, qfalse);
						cm->data[0] = atof(token);
					}

					/* color|rgb scale ( X Y Z ) */
					else if(!Q_stricmp(token, "scale"))
					{
						cm->type = CM_COLOR_SCALE;
						Parse1DMatrixAppend(shaderText, 3, cm->data);
					}

					/* dotProduct ( X Y Z ) */
					else if(!Q_stricmp(token, "dotProduct"))
					{
						cm->type = CM_COLOR_DOT_PRODUCT + alpha;
						Parse1DMatrixAppend(shaderText, 3, cm->data);
					}

					/* dotProductScale ( X Y Z MIN MAX ) */
					else if(!Q_stricmp(token, "dotProductScale"))
					{
						cm->type = CM_COLOR_DOT_PRODUCT_SCALE + alpha;
						Parse1DMatrixAppend(shaderText, 5, cm->data);
					}

					/* dotProduct2 ( X Y Z ) */
					else if(!Q_stricmp(token, "dotProduct2"))
					{
						cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
						Parse1DMatrixAppend(shaderText, 3, cm->data);
					}

					/* dotProduct2scale ( X Y Z MIN MAX ) */
					else if(!Q_stricmp(token, "dotProduct2scale"))
					{
						cm->type = CM_COLOR_DOT_PRODUCT_2_SCALE + alpha;
						Parse1DMatrixAppend(shaderText, 5, cm->data);
					}

					/* volume */
					else if(!Q_stricmp(token, "volume"))
					{
						/* special stub mode for flagging volume brushes */
						cm->type = CM_VOLUME;
					}

					/* unknown */
					else
						Sys_Printf("WARNING: Unknown colorMod method: %s\n", token);
				}

				/* ydnar: gs mods: q3map_tcMod <style> <parameters> */
				else if(!Q_stricmp(token, "q3map_tcMod"))
				{
					float           a, b;


					GetTokenAppend(shaderText, qfalse);

					/* q3map_tcMod [translate | shift | offset] <s> <t> */
					if(!Q_stricmp(token, "translate") || !Q_stricmp(token, "shift") || !Q_stricmp(token, "offset"))
					{
						GetTokenAppend(shaderText, qfalse);
						a = atof(token);
						GetTokenAppend(shaderText, qfalse);
						b = atof(token);

						TCModTranslate(si->mod, a, b);
					}

					/* q3map_tcMod scale <s> <t> */
					else if(!Q_stricmp(token, "scale"))
					{
						GetTokenAppend(shaderText, qfalse);
						a = atof(token);
						GetTokenAppend(shaderText, qfalse);
						b = atof(token);

						TCModScale(si->mod, a, b);
					}

					/* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
					else if(!Q_stricmp(token, "rotate"))
					{
						GetTokenAppend(shaderText, qfalse);
						a = atof(token);
						TCModRotate(si->mod, a);
					}
					else
						Sys_Printf("WARNING: Unknown q3map_tcMod method: %s\n", token);
				}

				/* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
				else if(!Q_stricmp(token, "q3map_fogDir"))
				{
					Parse1DMatrixAppend(shaderText, 3, si->fogDir);
					VectorNormalize(si->fogDir);
				}

				/* q3map_globaltexture */
				else if(!Q_stricmp(token, "q3map_globaltexture"))
					si->globalTexture = qtrue;

				/* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
				else if(!Q_stricmp(token, "q3map_nonplanar"))
					si->nonplanar = qtrue;

				/* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
				else if(!Q_stricmp(token, "q3map_noclip"))
					si->noClip = qtrue;

				/* q3map_notjunc */
				else if(!Q_stricmp(token, "q3map_notjunc"))
					si->notjunc = qtrue;

				/* q3map_nofog */
				else if(!Q_stricmp(token, "q3map_nofog"))
					si->noFog = qtrue;

				/* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
				else if(!Q_stricmp(token, "q3map_indexed"))
					si->indexed = qtrue;

				/* ydnar: q3map_invert (inverts a drawsurface's facing) */
				else if(!Q_stricmp(token, "q3map_invert"))
					si->invert = qtrue;

				/* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
				else if(!Q_stricmp(token, "q3map_lightmapMergable"))
					si->lmMergable = qtrue;

				/* ydnar: q3map_nofast */
				else if(!Q_stricmp(token, "q3map_noFast"))
					si->noFast = qtrue;

				/* q3map_patchshadows */
				else if(!Q_stricmp(token, "q3map_patchShadows"))
					si->patchShadows = qtrue;

				/* q3map_vertexshadows */
				else if(!Q_stricmp(token, "q3map_vertexShadows"))
					si->vertexShadows = qtrue;	/* ydnar */

				/* q3map_novertexshadows */
				else if(!Q_stricmp(token, "q3map_noVertexShadows"))
					si->vertexShadows = qfalse;	/* ydnar */

				/* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
				else if(!Q_stricmp(token, "q3map_splotchfix"))
					si->splotchFix = qtrue;	/* ydnar */

				/* q3map_forcesunlight */
				else if(!Q_stricmp(token, "q3map_forceSunlight"))
					si->forceSunlight = qtrue;

				/* q3map_onlyvertexlighting (sof2) */
				else if(!Q_stricmp(token, "q3map_onlyVertexLighting"))
					ApplySurfaceParm("pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);

				/* q3map_material (sof2) */
				else if(!Q_stricmp(token, "q3map_material"))
				{
					GetTokenAppend(shaderText, qfalse);
					sprintf(temp, "*mat_%s", token);
					if(ApplySurfaceParm(temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags) == qfalse)
						Sys_Printf("WARNING: Unknown material \"%s\"\n", token);
				}

				/* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
				else if(!Q_stricmp(token, "q3map_clipmodel"))
					si->clipModel = qtrue;

				/* ydnar: q3map_styleMarker[2] */
				else if(!Q_stricmp(token, "q3map_styleMarker"))
					si->styleMarker = 1;
				else if(!Q_stricmp(token, "q3map_styleMarker2"))	/* uses depthFunc equal */
					si->styleMarker = 2;

				/* ydnar: default to searching for q3map_<surfaceparm> */
				else
				{
					//% Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
					if(ApplySurfaceParm(&token[6], &si->contentFlags, &si->surfaceFlags, &si->compileFlags) == qfalse)
					{
						//% Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
					}
				}
			}

			/* -----------------------------------------------------------------
			   surfaceparm * directives
			   ----------------------------------------------------------------- */

			/* match surfaceparm */
			else if(!Q_stricmp(token, "surfaceparm"))
			{
				GetTokenAppend(shaderText, qfalse);
				if(ApplySurfaceParm(token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags) == qfalse)
					Sys_Printf("WARNING: Unknown surfaceparm: \"%s\"\n", token);
			}
			else
			{
				ApplySurfaceParm(token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags);
			}


			/* -----------------------------------------------------------------
			   skip
			   ----------------------------------------------------------------- */

			/* ignore all other tokens on the line */
			while(TokenAvailable() && GetTokenAppend(shaderText, qfalse));
		}

#if 0
		if(!si->hasPasses && si->implicitMap == IM_NONE)
		{
			Sys_FPrintf(SYS_VRB, "shader '%s' has no passes\n", si->shader);

			ApplySurfaceParm("nomarks", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);
			ApplySurfaceParm("nolightmap", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);

			if(!(si->compileFlags & (C_COLLISION | C_FOG)) && !si->legacyTerrain && !si->forceMeta)
			{
				ApplySurfaceParm("nodraw", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);
			}

			if(!si->forceOpaque)
			{
				ApplySurfaceParm("translucent", &si->contentFlags, &si->surfaceFlags, &si->compileFlags);
			}
		}
#endif
	}
}



/*
ParseCustomInfoParms() - rr2do2
loads custom info parms file for mods
*/

static void ParseCustomInfoParms(void)
{
	qboolean        parsedContent, parsedSurface;


	/* file exists? */
	if(vfsGetFileCount("scripts/custinfoparms.txt") == 0)
		return;

	/* load it */
	LoadScriptFile("scripts/custinfoparms.txt", 0);

	/* clear the array */
	memset(custSurfaceParms, 0, sizeof(custSurfaceParms));
	numCustSurfaceParms = 0;
	parsedContent = parsedSurface = qfalse;

	/* parse custom contentflags */
	MatchToken("{");
	while(1)
	{
		if(!GetToken(qtrue))
			break;

		if(!strcmp(token, "}"))
		{
			parsedContent = qtrue;
			break;
		}

		custSurfaceParms[numCustSurfaceParms].name = safe_malloc(MAX_OSPATH);
		strcpy(custSurfaceParms[numCustSurfaceParms].name, token);
		GetToken(qfalse);
		sscanf(token, "%x", &custSurfaceParms[numCustSurfaceParms].contentFlags);
		numCustSurfaceParms++;
	}

	/* any content? */
	if(!parsedContent)
	{
		Sys_Printf("WARNING: Couldn't find valid custom contentsflag section\n");
		return;
	}

	/* parse custom surfaceflags */
	MatchToken("{");
	while(1)
	{
		if(!GetToken(qtrue))
			break;

		if(!strcmp(token, "}"))
		{
			parsedSurface = qtrue;
			break;
		}

		custSurfaceParms[numCustSurfaceParms].name = safe_malloc(MAX_OSPATH);
		strcpy(custSurfaceParms[numCustSurfaceParms].name, token);
		GetToken(qfalse);
		sscanf(token, "%x", &custSurfaceParms[numCustSurfaceParms].surfaceFlags);
		numCustSurfaceParms++;
	}

	/* any content? */
	if(!parsedContent)
		Sys_Printf("WARNING: Couldn't find valid custom surfaceflag section\n");
}



/*
LoadShaderInfo()
the shaders are parsed out of shaderlist.txt from a main directory
that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
*/

#define	MAX_SHADER_FILES	1024

void LoadShaderInfo(void)
{
	int             i, j, numShaderFiles, count;
	char            filename[1024];
	char           *shaderFiles[MAX_SHADER_FILES];


	/* rr2do2: parse custom infoparms first */
	if(useCustomInfoParms)
		ParseCustomInfoParms();

	/* start with zero */
	numShaderFiles = 0;

	/* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
	sprintf(filename, "%s/shaderlist.txt", game->shaderPath);
	count = vfsGetFileCount(filename);

	/* load them all */
	for(i = 0; i < count; i++)
	{
		/* load shader list */
		sprintf(filename, "%s/shaderlist.txt", game->shaderPath);
		LoadScriptFile(filename, i);

		/* parse it */
		while(GetToken(qtrue))
		{
			/* check for duplicate entries */
			for(j = 0; j < numShaderFiles; j++)
				if(!strcmp(shaderFiles[j], token))
					break;

			/* test limit */
			if(j >= MAX_SHADER_FILES)
				Error("MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int)MAX_SHADER_FILES);

			/* new shader file */
			if(j == numShaderFiles)
			{
				shaderFiles[numShaderFiles] = safe_malloc(MAX_OSPATH);
				strcpy(shaderFiles[numShaderFiles], token);
				numShaderFiles++;
			}
		}
	}

	/* parse the shader files */
	for(i = 0; i < numShaderFiles; i++)
	{
		sprintf(filename, "%s/%s.shader", game->shaderPath, shaderFiles[i]);
		ParseShaderFile(filename);
		free(shaderFiles[i]);
	}

	/* emit some statistics */
	Sys_FPrintf(SYS_VRB, "%9d shaderInfo\n", numShaderInfo);
}
