]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added GLSL shader path for normal rendering stage, reworked a lot of things to do...
[xonotic/darkplaces.git] / gl_rmain.c
index 92dc22cbd248eda5ca82f388668f04963c229c4e..a7dc2c3e0cb5ec48246e620dca1a4c75c114d282 100644 (file)
@@ -23,6 +23,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "r_shadow.h"
 #include "polygon.h"
 
+mempool_t *r_main_mempool;
+rtexturepool_t *r_main_texturepool;
+
 // used for dlight push checking and other things
 int r_framecount;
 
@@ -67,6 +70,7 @@ matrix4x4_t r_view_matrix;
 //
 refdef_t r_refdef;
 
+cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
 cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"};
 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
@@ -94,6 +98,13 @@ cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra c
 
 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
 
+cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "enables offset mapping effect (also known as parallax mapping or sometimes as virtual displacement mapping, not as good as relief mapping or silohuette mapping but much faster), can cause strange artifacts on many textures, requires bumpmaps for depth information (normalmaps can have depth information as alpha channel, but most do not)"};
+cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "-0.04", "how deep the offset mapping effect is, and whether it is inward or outward"};
+cvar_t r_glsl_offsetmapping_bias = {0, "r_glsl_offsetmapping_bias", "0.04", "pushes the effect closer/further"};
+cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
+cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
+
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
@@ -112,7 +123,6 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
 
-rtexturepool_t *r_main_texturepool;
 rtexture_t *r_bloom_texture_screen;
 rtexture_t *r_bloom_texture_bloom;
 rtexture_t *r_texture_blanknormalmap;
@@ -124,6 +134,11 @@ rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_fogattenuation;
 rtexture_t *r_texture_fogintensity;
 
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
+
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
        int i;
@@ -393,8 +408,508 @@ static void R_BuildFogTexture(void)
        r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
 }
 
+static const char *builtinshaderstring =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// common definitions between vertex shader and fragment shader:\n"
+"\n"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"\n"
+"#ifdef USELIGHTSOURCE\n"
+"varying myhvec3 CubeVector;\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"#ifdef USELIGHTSOURCE\n"
+"uniform vec3 LightPosition;\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // copy the surface texcoord\n"
+"      TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+"\n"
+"#ifdef USELIGHTSOURCE\n"
+"      // transform vertex position into light attenuation/cubemap space\n"
+"      // (-1 to +1 across the light box)\n"
+"      CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+"      // transform unnormalized light direction into tangent space\n"
+"      // (we use unnormalized to ensure that it interpolates correctly and then\n"
+"      //  normalize it per pixel)\n"
+"      vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+"      LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"      // transform unnormalized eye direction into tangent space\n"
+"      vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+"      EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+"      EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+"      EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"      // transform vertex to camera space, using ftransform to match non-VS\n"
+"      // rendering\n"
+"      gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform myhvec3 LightColor;\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
+"#endif\n"
+"\n"
+"#if defined(USELIGHTSOURCE) || defined(USEDELUXEMAPPING)\n"
+"uniform sampler2D Texture_Normal;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Color;\n"
+"\n"
+"#ifdef USECOLORMAPPING\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"#endif\n"
+"\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform myhalf SpecularScale;\n"
+"uniform myhalf SpecularPower;\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"uniform myhalf FogRangeRecip;\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"void main(void)\n"
+"{\n"
+"      // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+"      // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
+"      myhvec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+"      myhvec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"      TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"#define TexCoord TexCoordOffset\n"
+"#endif\n"
+"\n"
+"      // combine the diffuse textures (base, pants, shirt)\n"
+"      myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USECOLORMAPPING\n"
+"      color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef USELIGHTSOURCE\n"
+"      // light source\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"#endif\n"
+"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"      // apply light cubemap filter\n"
+"      color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+"      // apply light color\n"
+"      color.rgb = color.rgb * LightColor;\n"
+"\n"
+"      // apply attenuation\n"
+"      //\n"
+"      // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+"      // center and sharp falloff at the edge, this is about the most efficient\n"
+"      // we can get away with as far as providing illumination.\n"
+"      //\n"
+"      // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+"      // provide significant illumination, large = slow = pain.\n"
+"      color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#else\n"
+"#ifdef USEDELUXEMAPPING\n"
+"      // deluxemap lightmapping\n"
+"\n"
+"      // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"      myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)));\n"
+"#else\n"
+"      myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"      myhvec3 diffusenormal = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n"
+"#endif\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+"      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+"      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"      // apply lightmap color\n"
+"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#else\n"
+"      // apply lightmap color\n"
+"      color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale;\n"
+"#endif\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef USEFOG\n"
+"      // apply fog\n"
+"      myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0)).x;\n"
+"      color.rgb = color.rgb * (1 - fog) + FogColor * fog;\n"
+"#endif\n"
+"\n"
+"      gl_FragColor = color;\n"
+"}\n"
+"\n"
+"#endif\n"
+;
+
+// the loaded GLSL shader file for compiling shader permutations as needed
+static char *shaderstring = NULL;
+
+void R_GLSL_CompilePermutation(int permutation)
+{
+       r_glsl_permutation_t *p = r_glsl_permutations + permutation;
+       int vertstrings_count;
+       int fragstrings_count;
+       const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+       const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+       char permutationname[256];
+       if (p->compiled)
+               return;
+       p->compiled = true;
+       vertstrings_list[0] = "#define VERTEX_SHADER\n";
+       fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
+       vertstrings_count = 1;
+       fragstrings_count = 1;
+       permutationname[0] = 0;
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n";
+               strlcat(permutationname, " lightsource", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP\n";
+               strlcat(permutationname, " lightdirectionmap", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       {
+               vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
+               fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
+               strlcat(permutationname, " lightdirection", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_GLOW)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEGLOW\n";
+               fragstrings_list[fragstrings_count++] = "#define USEGLOW\n";
+               strlcat(permutationname, " glow", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_COLORMAPPING)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
+               fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
+               strlcat(permutationname, " colormapping", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_SPECULAR)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+               fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+               strlcat(permutationname, " specular", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_FOG)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+               fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+               strlcat(permutationname, " fog", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_CUBEFILTER)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+               fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+               strlcat(permutationname, " cubefilter", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
+       {
+               vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+               fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+               strlcat(permutationname, " offsetmapping", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
+       {
+               vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
+               fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
+               strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
+       }
+       if (permutation & SHADERPERMUTATION_GEFORCEFX)
+       {
+               vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
+               fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
+               strlcat(permutationname, " halffloat", sizeof(permutationname));
+       }
+       if (shaderstring)
+       {
+               vertstrings_list[vertstrings_count++] = shaderstring;
+               fragstrings_list[fragstrings_count++] = shaderstring;
+       }
+       else
+       {
+               vertstrings_list[vertstrings_count++] = builtinshaderstring;
+               fragstrings_list[fragstrings_count++] = builtinshaderstring;
+       }
+       p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+       if (p->program)
+       {
+               CHECKGLERROR
+               qglUseProgramObjectARB(p->program);
+               p->loc_Texture_Normal      = qglGetUniformLocationARB(p->program, "Texture_Normal");
+               p->loc_Texture_Color       = qglGetUniformLocationARB(p->program, "Texture_Color");
+               p->loc_Texture_Gloss       = qglGetUniformLocationARB(p->program, "Texture_Gloss");
+               p->loc_Texture_Cube        = qglGetUniformLocationARB(p->program, "Texture_Cube");
+               p->loc_Texture_FogMask     = qglGetUniformLocationARB(p->program, "Texture_FogMask");
+               p->loc_Texture_Pants       = qglGetUniformLocationARB(p->program, "Texture_Pants");
+               p->loc_Texture_Shirt       = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+               p->loc_Texture_Lightmap    = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
+               p->loc_Texture_Deluxemap   = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
+               p->loc_Texture_Glow        = qglGetUniformLocationARB(p->program, "Texture_Glow");
+               p->loc_FogColor            = qglGetUniformLocationARB(p->program, "FogColor");
+               p->loc_LightPosition       = qglGetUniformLocationARB(p->program, "LightPosition");
+               p->loc_EyePosition         = qglGetUniformLocationARB(p->program, "EyePosition");
+               p->loc_LightColor          = qglGetUniformLocationARB(p->program, "LightColor");
+               p->loc_Color_Pants         = qglGetUniformLocationARB(p->program, "Color_Pants");
+               p->loc_Color_Shirt         = qglGetUniformLocationARB(p->program, "Color_Shirt");
+               p->loc_FogRangeRecip       = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+               p->loc_AmbientScale        = qglGetUniformLocationARB(p->program, "AmbientScale");
+               p->loc_DiffuseScale        = qglGetUniformLocationARB(p->program, "DiffuseScale");
+               p->loc_SpecularPower       = qglGetUniformLocationARB(p->program, "SpecularPower");
+               p->loc_SpecularScale       = qglGetUniformLocationARB(p->program, "SpecularScale");
+               p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+               p->loc_OffsetMapping_Bias  = qglGetUniformLocationARB(p->program, "OffsetMapping_Bias");
+               p->loc_AmbientColor        = qglGetUniformLocationARB(p->program, "AmbientColor");
+               p->loc_DiffuseColor        = qglGetUniformLocationARB(p->program, "DiffuseColor");
+               p->loc_SpecularColor       = qglGetUniformLocationARB(p->program, "SpecularColor");
+               p->loc_LightDir            = qglGetUniformLocationARB(p->program, "LightDir");
+               if (p->loc_Texture_Normal >= 0)    qglUniform1iARB(p->loc_Texture_Normal, 0);
+               if (p->loc_Texture_Color >= 0)     qglUniform1iARB(p->loc_Texture_Color, 1);
+               if (p->loc_Texture_Gloss >= 0)     qglUniform1iARB(p->loc_Texture_Gloss, 2);
+               if (p->loc_Texture_Cube >= 0)      qglUniform1iARB(p->loc_Texture_Cube, 3);
+               if (p->loc_Texture_FogMask >= 0)   qglUniform1iARB(p->loc_Texture_FogMask, 4);
+               if (p->loc_Texture_Pants >= 0)     qglUniform1iARB(p->loc_Texture_Pants, 5);
+               if (p->loc_Texture_Shirt >= 0)     qglUniform1iARB(p->loc_Texture_Shirt, 6);
+               if (p->loc_Texture_Lightmap >= 0)  qglUniform1iARB(p->loc_Texture_Lightmap, 7);
+               if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
+               if (p->loc_Texture_Glow >= 0)      qglUniform1iARB(p->loc_Texture_Glow, 9);
+               qglUseProgramObjectARB(0);
+               CHECKGLERROR
+       }
+       else
+               Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+}
+
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+{
+       // select a permutation of the lighting shader appropriate to this
+       // combination of texture, entity, light source, and fogging, only use the
+       // minimum features necessary to avoid wasting rendering time in the
+       // fragment shader on features that are not being used
+       int permutation = 0;
+       float specularscale = texture->specularscale;
+       r_glsl_permutation = NULL;
+       if (r_shadow_rtlight)
+       {
+               permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
+               specularscale *= r_shadow_rtlight->specularscale;
+               if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+                       permutation |= SHADERPERMUTATION_CUBEFILTER;
+       }
+       else if (modellighting)
+       {
+               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+               if (texture->skin.glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+       }
+       else if (false)
+       {
+               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP;
+               if (texture->skin.glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+       }
+       else
+       {
+               if (texture->skin.glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+       }
+       if (specularscale > 0)
+               permutation |= SHADERPERMUTATION_SPECULAR;
+       if (fogenabled)
+               permutation |= SHADERPERMUTATION_FOG;
+       if (texture->colormapping)
+               permutation |= SHADERPERMUTATION_COLORMAPPING;
+       if (r_glsl_offsetmapping.integer)
+               permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+       if (r_glsl_surfacenormalize.integer)
+               permutation |= SHADERPERMUTATION_SURFACENORMALIZE;
+       if (r_glsl_usehalffloat.integer)
+               permutation |= SHADERPERMUTATION_GEFORCEFX;
+       if (!r_glsl_permutations[permutation].program)
+       {
+               if (!r_glsl_permutations[permutation].compiled)
+                       R_GLSL_CompilePermutation(permutation);
+               if (!r_glsl_permutations[permutation].program)
+               {
+                       // remove features until we find a valid permutation
+                       int i;
+                       for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+                       {
+                               // reduce i more quickly whenever it would not remove any bits
+                               if (permutation < i)
+                                       continue;
+                               permutation &= i;
+                               if (!r_glsl_permutations[permutation].compiled)
+                                       R_GLSL_CompilePermutation(permutation);
+                               if (r_glsl_permutations[permutation].program)
+                                       break;
+                               if (!i)
+                                       return; // utterly failed
+                       }
+               }
+       }
+       r_glsl_permutation = r_glsl_permutations + permutation;
+       CHECKGLERROR
+       qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+       R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+       if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+       {
+               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+               if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+               if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
+               if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
+               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
+               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+       }
+       else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+       {
+               if (r_glsl_permutation->loc_AmbientColor >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]);
+               if (r_glsl_permutation->loc_DiffuseColor >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]);
+               if (r_glsl_permutation->loc_SpecularColor >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale);
+               if (r_glsl_permutation->loc_LightDir >= 0)
+                       qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]);
+       }
+       else
+       {
+               if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
+               if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
+               if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale * 2.0f);
+       }
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
+       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
+       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
+       if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants));
+       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
+       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
+       if (r_glsl_permutation->loc_FogColor >= 0)
+       {
+               // additive passes are only darkened by fog, not tinted
+               if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD))
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+               else
+                       qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]);
+       }
+       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]);
+       if (r_glsl_permutation->loc_Color_Pants >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);
+       if (r_glsl_permutation->loc_Color_Shirt >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);
+       if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip);
+       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower);
+       if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+       if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Bias, r_glsl_offsetmapping_bias.value);
+       CHECKGLERROR
+}
+
 void gl_main_start(void)
 {
+       // use half float math where available (speed gain on NVIDIA GFFX and GF6)
+       if (gl_support_half_float)
+               Cvar_SetValue("r_glsl_usehalffloat", 1);
        r_main_texturepool = R_AllocTexturePool();
        r_bloom_texture_screen = NULL;
        r_bloom_texture_bloom = NULL;
@@ -406,10 +921,29 @@ void gl_main_start(void)
                R_BuildNormalizationCube();
        }
        R_BuildFogTexture();
+       shaderstring = NULL;
+       if (gl_support_fragment_shader)
+       {
+               shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
+               if (shaderstring)
+                       Con_Printf("GLSL shader text loaded from disk\n");
+               // if we couldn't load the shader file, fall back to builtin shader
+               if (!shaderstring)
+               {
+                       if (shaderstring)
+                               Con_Printf("GLSL shader text loaded from fallback\n");
+                       shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
+                       strcpy(shaderstring, builtinshaderstring);
+               }
+       }
+       if (shaderstring)
+               Con_Printf("GLSL shader text loaded\n");
+       memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
 void gl_main_shutdown(void)
 {
+       int i;
        R_FreeTexturePool(&r_main_texturepool);
        r_bloom_texture_screen = NULL;
        r_bloom_texture_bloom = NULL;
@@ -418,6 +952,13 @@ void gl_main_shutdown(void)
        r_texture_black = NULL;
        r_texture_whitecube = NULL;
        r_texture_normalizationcube = NULL;
+       if (shaderstring)
+               Mem_Free(shaderstring);
+       shaderstring = NULL;
+       for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+               if (r_glsl_permutations[i].program)
+                       GL_Backend_FreeProgram(r_glsl_permutations[i].program);
+       memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
 extern void CL_ParseEntityLump(char *entitystring);
@@ -448,8 +989,10 @@ void gl_main_newmap(void)
 
 void GL_Main_Init(void)
 {
-// FIXME: move this to client?
-       FOG_registercvars();
+       r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
+
+       FOG_registercvars(); // FIXME: move this fog stuff to client?
+       Cvar_RegisterVariable(&r_nearclip);
        Cvar_RegisterVariable(&r_showtris);
        Cvar_RegisterVariable(&r_showtris_polygonoffset);
        Cvar_RegisterVariable(&r_shownormals);
@@ -467,6 +1010,12 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_dynamic);
        Cvar_RegisterVariable(&r_fullbright);
        Cvar_RegisterVariable(&r_textureunits);
+       Cvar_RegisterVariable(&r_glsl);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
+       Cvar_RegisterVariable(&r_glsl_offsetmapping_bias);
+       Cvar_RegisterVariable(&r_glsl_usehalffloat);
+       Cvar_RegisterVariable(&r_glsl_surfacenormalize);
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
@@ -553,7 +1102,6 @@ void Render_Init(void)
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       UI_Init();
        Sbar_Init();
        R_LightningBeams_Init();
        Mod_RenderInit();
@@ -626,6 +1174,26 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs)
 
 //==================================================================================
 
+static void R_UpdateEntityLighting(entity_render_t *ent)
+{
+       vec3_t tempdiffusenormal;
+       VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+       VectorClear(ent->modellight_diffuse);
+       VectorClear(ent->modellight_lightdir);
+       if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
+               r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+       else // highly rare
+               VectorSet(ent->modellight_ambient, 1, 1, 1);
+       Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+       VectorNormalize(ent->modellight_lightdir);
+       ent->modellight_ambient[0] *= ent->colormod[0] * r_lightmapintensity;
+       ent->modellight_ambient[1] *= ent->colormod[1] * r_lightmapintensity;
+       ent->modellight_ambient[2] *= ent->colormod[2] * r_lightmapintensity;
+       ent->modellight_diffuse[0] *= ent->colormod[0] * r_lightmapintensity;
+       ent->modellight_diffuse[1] *= ent->colormod[1] * r_lightmapintensity;
+       ent->modellight_diffuse[2] *= ent->colormod[2] * r_lightmapintensity;
+}
+
 static void R_MarkEntities (void)
 {
        int i, renderimask;
@@ -648,8 +1216,8 @@ static void R_MarkEntities (void)
                        ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
                        if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
                        {
-                               R_UpdateEntLights(ent);
                                ent->visframe = r_framecount;
+                               R_UpdateEntityLighting(ent);
                        }
                }
        }
@@ -665,8 +1233,8 @@ static void R_MarkEntities (void)
                        ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
                        if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
                        {
-                               R_UpdateEntLights(ent);
                                ent->visframe = r_framecount;
+                               R_UpdateEntityLighting(ent);
                        }
                }
        }
@@ -739,7 +1307,7 @@ static void R_SetFrustum(void)
 #endif
 
 #if 0
-       zNear = 1.0;
+       zNear = r_nearclip.value;
        nudge = 1.0 - 1.0 / (1<<23);
        frustum[4].normal[0] = 0 - 0;
        frustum[4].normal[1] = 0 - 0;
@@ -800,7 +1368,7 @@ static void R_SetFrustum(void)
        frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
        frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
        frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
-       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
        PlaneClassify(&frustum[0]);
        PlaneClassify(&frustum[1]);
        PlaneClassify(&frustum[2]);
@@ -833,7 +1401,7 @@ static void R_SetFrustum(void)
 
        // nearclip plane
        //VectorCopy(r_viewforward, frustum[4].normal);
-       //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+       //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
        //PlaneClassify(&frustum[4]);
 }
 
@@ -1164,21 +1732,28 @@ extern void R_DrawLightningBeams (void);
 extern void VM_AddPolygonsToMeshQueue (void);
 void R_RenderScene(void)
 {
+       float nearclip;
+
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
 
        r_framecount++;
 
+       if (gl_support_fragment_shader)
+               qglUseProgramObjectARB(0);
+
        R_MeshQueue_BeginScene();
 
        R_SetFrustum();
 
        r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+       nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f);
+
        if (r_rtworldshadows || r_rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip);
        else
-               GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
+               GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip);
 
        GL_SetupView_Orientation_FromEntity(&r_view_matrix);
 
@@ -1319,6 +1894,9 @@ void R_RenderScene(void)
        // don't let sound skip if going slow
        if (r_refdef.extraupdate)
                S_ExtraUpdate ();
+
+       if (gl_support_fragment_shader)
+               qglUseProgramObjectARB(0);
 }
 
 /*
@@ -1597,7 +2175,7 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane
        }
 }
 
-void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
 {
        texturelayer_t *layer;
        layer = t->currentlayers + t->currentnumlayers++;
@@ -1654,18 +2232,32 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currenttexmatrix = r_waterscrollmatrix;
        else
                t->currenttexmatrix = identitymatrix;
+
+       t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+       t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
+       t->glosstexture = r_texture_white;
+       t->specularpower = 8;
+       t->specularscale = 0;
+       if (r_shadow_gloss.integer > 0)
+       {
+               if (t->skin.gloss)
+               {
+                       if (r_shadow_glossintensity.value > 0)
+                       {
+                               t->glosstexture = t->skin.gloss;
+                               t->specularscale = r_shadow_glossintensity.value;
+                       }
+               }
+               else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+                       t->specularscale = r_shadow_gloss2intensity.value;
+       }
+
        t->currentnumlayers = 0;
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
        {
                if (gl_lightmaps.integer)
                        R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1);
-               else if (t->currentmaterialflags & MATERIALFLAG_SKY)
-               {
-                       // transparent sky would be ridiculous
-                       if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
-                               R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
-               }
-               else
+               else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
                {
                        int blendfunc1, blendfunc2, depthmask;
                        if (t->currentmaterialflags & MATERIALFLAG_ADD)
@@ -1769,72 +2361,44 @@ float *rsurface_tvector3f;
 float *rsurface_normal3f;
 float *rsurface_lightmapcolor4f;
 
-void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents)
 {
-       int i, j;
-       float center[3], forward[3], right[3], up[3], v[4][3];
-       matrix4x4_t matrix1, imatrix1;
        if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
        {
                rsurface_vertex3f = varray_vertex3f;
-               rsurface_svector3f = NULL;
-               rsurface_tvector3f = NULL;
-               rsurface_normal3f = NULL;
                Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
-       }
-       else
-       {
-               rsurface_vertex3f = surface->groupmesh->data_vertex3f;
-               rsurface_svector3f = surface->groupmesh->data_svector3f;
-               rsurface_tvector3f = surface->groupmesh->data_tvector3f;
-               rsurface_normal3f = surface->groupmesh->data_normal3f;
-       }
-       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
-       {
-               if (!rsurface_svector3f)
+               if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
                {
                        rsurface_svector3f = varray_svector3f;
                        rsurface_tvector3f = varray_tvector3f;
                        rsurface_normal3f = varray_normal3f;
                        Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
-               // a single autosprite surface can contain multiple sprites...
-               VectorClear(forward);
-               VectorClear(right);
-               VectorSet(up, 0, 0, 1);
-               for (j = 0;j < surface->num_vertices - 3;j += 4)
+               else
                {
-                       VectorClear(center);
-                       for (i = 0;i < 4;i++)
-                               VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
-                       VectorScale(center, 0.25f, center);
-                       // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                       Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
-                       Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                       for (i = 0;i < 4;i++)
-                               Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                       forward[0] = modelorg[0] - center[0];
-                       forward[1] = modelorg[1] - center[1];
-                       VectorNormalize(forward);
-                       right[0] = forward[1];
-                       right[1] = -forward[0];
-                       for (i = 0;i < 4;i++)
-                               VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+                       rsurface_svector3f = NULL;
+                       rsurface_tvector3f = NULL;
+                       if (generatenormals)
+                       {
+                               rsurface_normal3f = varray_normal3f;
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                       }
+                       else
+                               rsurface_normal3f = NULL;
                }
-               rsurface_vertex3f = varray_vertex3f;
-               rsurface_svector3f = NULL;
-               rsurface_tvector3f = NULL;
-               rsurface_normal3f = NULL;
        }
-       else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
+       else
        {
-               if (!rsurface_svector3f)
-               {
-                       rsurface_svector3f = varray_svector3f;
-                       rsurface_tvector3f = varray_tvector3f;
-                       rsurface_normal3f = varray_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
-               }
+               rsurface_vertex3f = surface->groupmesh->data_vertex3f;
+               rsurface_svector3f = surface->groupmesh->data_svector3f;
+               rsurface_tvector3f = surface->groupmesh->data_tvector3f;
+               rsurface_normal3f = surface->groupmesh->data_normal3f;
+       }
+       if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+       {
+               int i, j;
+               float center[3], forward[3], right[3], up[3], v[4][3];
+               matrix4x4_t matrix1, imatrix1;
                Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
                Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
                Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
@@ -1850,61 +2414,96 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
                        for (i = 0;i < 4;i++)
                                Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+                       if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+                       {
+                               forward[0] = modelorg[0] - center[0];
+                               forward[1] = modelorg[1] - center[1];
+                               forward[2] = 0;
+                               VectorNormalize(forward);
+                               right[0] = forward[1];
+                               right[1] = -forward[0];
+                               right[2] = 0;
+                               VectorSet(up, 0, 0, 1);
+                       }
                        for (i = 0;i < 4;i++)
                                VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
                }
                rsurface_vertex3f = varray_vertex3f;
-               rsurface_svector3f = NULL;
-               rsurface_tvector3f = NULL;
-               rsurface_normal3f = NULL;
+               rsurface_svector3f = varray_svector3f;
+               rsurface_tvector3f = varray_tvector3f;
+               rsurface_normal3f = varray_normal3f;
+               Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
        }
        R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
-void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_Draw(const msurface_t *surface)
+{
+       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+       GL_LockArrays(0, 0);
+}
+
+static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
 {
        int i;
        float f;
        float *v, *c, *c2;
+       RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode >= 2, false);
        if (lightmode >= 2)
        {
                // model lighting
-               vec4_t ambientcolor4f;
+               vec4_t ambientcolor;
                vec3_t diffusecolor;
-               vec3_t diffusenormal;
-               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
+               vec3_t lightdir;
+               VectorCopy(ent->modellight_lightdir, lightdir);
+               ambientcolor[0] = ent->modellight_ambient[0] * r * 0.5f;
+               ambientcolor[1] = ent->modellight_ambient[1] * g * 0.5f;
+               ambientcolor[2] = ent->modellight_ambient[2] * b * 0.5f;
+               diffusecolor[0] = ent->modellight_diffuse[0] * r * 0.5f;
+               diffusecolor[1] = ent->modellight_diffuse[1] * g * 0.5f;
+               diffusecolor[2] = ent->modellight_diffuse[2] * b * 0.5f;
+               if (VectorLength2(diffusecolor) > 0)
                {
-                       rsurface_lightmapcolor4f = varray_color4f;
-                       if (rsurface_normal3f == NULL)
+                       int numverts = surface->num_vertices;
+                       v = rsurface_vertex3f + 3 * surface->num_firstvertex;
+                       c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
+                       c = varray_color4f + 4 * surface->num_firstvertex;
+                       // q3-style directional shading
+                       for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
                        {
-                               rsurface_normal3f = varray_normal3f;
-                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                               if ((f = DotProduct(c2, lightdir)) > 0)
+                               {
+                                       VectorMA(ambientcolor, f, diffusecolor, c);
+                                       c[3] = a;
+                               }
+                               else
+                                       VectorCopy4(ambientcolor, c);
                        }
-                       R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
                        r = 1;
                        g = 1;
                        b = 1;
                        a = 1;
                        applycolor = false;
+                       rsurface_lightmapcolor4f = varray_color4f;
                }
                else
                {
-                       r = ambientcolor4f[0];
-                       g = ambientcolor4f[1];
-                       b = ambientcolor4f[2];
-                       a = ambientcolor4f[3];
+                       r = ambientcolor[0];
+                       g = ambientcolor[1];
+                       b = ambientcolor[2];
                        rsurface_lightmapcolor4f = NULL;
                }
        }
        else if (lightmode >= 1)
        {
-               if (surface->lightmapinfo)
+               if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
                {
                        for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
                        {
-                               const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
-                               if (lm)
+                               if (surface->lightmapinfo->samples)
                                {
+                                       const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
                                        float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
                                        VectorScale(lm, scale, c);
                                        if (surface->lightmapinfo->styles[1] != 255)
@@ -1976,6 +2575,7 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface
        }
        R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
        GL_Color(r, g, b, a);
+       RSurf_Draw(surface);
 }
 
 static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
@@ -1984,16 +2584,133 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        int lightmode;
        const msurface_t *surface;
        qboolean applycolor;
+       qboolean applyfog;
        rmeshstate_t m;
        if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
+       r_shadow_rtlight = NULL;
        renderstats.entities_surfaces += texturenumsurfaces;
        // FIXME: identify models using a better check than ent->model->brush.shadowmesh
        lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
        GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
        if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
                qglDisable(GL_CULL_FACE);
-       if (texture->currentnumlayers)
+       if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+       {
+               // transparent sky would be ridiculous
+               if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+               {
+                       GL_DepthMask(true);
+                       if (skyrendernow)
+                       {
+                               skyrendernow = false;
+                               if (skyrendermasked)
+                               {
+                                       R_Sky();
+                                       // restore entity matrix and GL_Color
+                                       R_Mesh_Matrix(&ent->matrix);
+                                       GL_Color(1,1,1,1);
+                               }
+                       }
+                       // LordHavoc: HalfLife maps have freaky skypolys...
+                       //if (!ent->model->brush.ishlbsp)
+                       {
+                               if (skyrendermasked)
+                               {
+                                       // depth-only (masking)
+                                       GL_ColorMask(0,0,0,0);
+                                       // just to make sure that braindead drivers don't draw anything
+                                       // despite that colormask...
+                                       GL_BlendFunc(GL_ZERO, GL_ONE);
+                               }
+                               else
+                               {
+                                       // fog sky
+                                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                               }
+                               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+                               memset(&m, 0, sizeof(m));
+                               R_Mesh_State(&m);
+                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               {
+                                       surface = texturesurfacelist[texturesurfaceindex];
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+                                       RSurf_Draw(surface);
+                               }
+                               if (skyrendermasked)
+                                       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+                       }
+               }
+       }
+       else if (r_glsl.integer && gl_support_fragment_shader)
+       {
+               if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+                       GL_DepthMask(false);
+               }
+               else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+               {
+                       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       GL_DepthMask(false);
+               }
+               else
+               {
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       GL_DepthMask(true);
+               }
+
+               memset(&m, 0, sizeof(m));
+               R_Mesh_State(&m);
+               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
+               R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
+               if (!r_glsl_permutation)
+                       return;
+               if (lightmode == 2)
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
+                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+                               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+                               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+                               RSurf_Draw(surface);
+                       }
+               }
+               else
+               {
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
+                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                               R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+                               R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+                               R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+                               R_Mesh_TexCoordPointer(4, 2, surface->groupmesh->data_texcoordlightmap2f);
+                               if (surface->lightmaptexture)
+                               {
+                                       R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
+                                       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                                               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                                               //R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture));
+                                       R_Mesh_ColorPointer(NULL);
+                               }
+                               else
+                               {
+                                       R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+                                       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+                                               R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+                                       R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+                               }
+                               RSurf_Draw(surface);
+                       }
+               }
+               qglUseProgramObjectARB(0);
+       }
+       else if (texture->currentnumlayers)
        {
                int layerindex;
                texturelayer_t *layer;
@@ -2021,50 +2738,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        layercolor[3] = layer->color[3];
                        GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
                        applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+                       applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
                        switch (layer->type)
                        {
-                       case TEXTURELAYERTYPE_SKY:
-                               if (skyrendernow)
-                               {
-                                       skyrendernow = false;
-                                       if (skyrendermasked)
-                                       {
-                                               R_Sky();
-                                               // restore entity matrix and GL_Color
-                                               R_Mesh_Matrix(&ent->matrix);
-                                               GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
-                                       }
-                               }
-                               // LordHavoc: HalfLife maps have freaky skypolys...
-                               //if (!ent->model->brush.ishlbsp)
-                               {
-                                       if (skyrendermasked)
-                                       {
-                                               // depth-only (masking)
-                                               GL_ColorMask(0,0,0,0);
-                                               // just to make sure that braindead drivers don't draw anything
-                                               // despite that colormask...
-                                               GL_BlendFunc(GL_ZERO, GL_ONE);
-                                       }
-                                       else
-                                       {
-                                               // fog sky
-                                               GL_BlendFunc(GL_ONE, GL_ZERO);
-                                       }
-                                       memset(&m, 0, sizeof(m));
-                                       R_Mesh_State(&m);
-                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-                                       {
-                                               surface = texturesurfacelist[texturesurfaceindex];
-                                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                               GL_LockArrays(0, 0);
-                                       }
-                                       if (skyrendermasked)
-                                               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-                               }
-                               break;
                        case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
                                memset(&m, 0, sizeof(m));
                                m.tex[1] = R_GetTexture(layer->texture);
@@ -2072,30 +2748,35 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.texrgbscale[1] = layertexrgbscale;
                                m.pointer_color = varray_color4f;
                                R_Mesh_State(&m);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               if (lightmode == 2)
                                {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       if (lightmode == 2)
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
-                                       }
-                                       else if (surface->lightmaptexture)
-                                       {
-                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
                                        }
-                                       else
+                               }
+                               else
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                               R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               if (surface->lightmaptexture)
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+                                               }
+                                               else
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+                                               }
                                        }
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
                                }
                                break;
                        case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
@@ -2105,29 +2786,33 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.pointer_color = varray_color4f;
                                m.texrgbscale[0] = layertexrgbscale;
                                R_Mesh_State(&m);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               if (lightmode == 2)
                                {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
-                                       if (lightmode == 2)
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
                                                R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false);
                                        }
-                                       else if (surface->lightmaptexture)
-                                       {
-                                               R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
-                                               R_Mesh_ColorPointer(NULL);
-                                       }
-                                       else
+                               }
+                               else
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
-                                               R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                                               RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+                                               if (surface->lightmaptexture)
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false);
+                                               }
+                                               else
+                                               {
+                                                       R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+                                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+                                               }
                                        }
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
                                }
                                GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
                                memset(&m, 0, sizeof(m));
@@ -2139,12 +2824,8 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
+                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
                                }
                                break;
                        case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
@@ -2154,15 +2835,23 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.texrgbscale[0] = layertexrgbscale;
                                m.pointer_color = varray_color4f;
                                R_Mesh_State(&m);
-                               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                               if (lightmode == 2)
                                {
-                                       surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+                                       }
+                               }
+                               else
+                               {
+                                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                                       {
+                                               surface = texturesurfacelist[texturesurfaceindex];
+                                               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+                                               RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+                                       }
                                }
                                break;
                        case TEXTURELAYERTYPE_TEXTURE:
@@ -2175,12 +2864,8 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
+                                       RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
                                }
                                break;
                        case TEXTURELAYERTYPE_FOG:
@@ -2196,7 +2881,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        int i;
                                        float f, *v, *c;
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
                                        if (layer->texture)
                                                R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
                                        R_Mesh_ColorPointer(varray_color4f);
@@ -2208,9 +2893,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                                c[2] = layercolor[2];
                                                c[3] = f * layercolor[3];
                                        }
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
+                                       RSurf_Draw(surface);
                                }
                                break;
                        default:
@@ -2228,11 +2911,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
-                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
                                        for (scale = 1;scale < layertexrgbscale;scale <<= 1)
-                                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                                       GL_LockArrays(0, 0);
+                                               RSurf_Draw(surface);
                                }
                        }
                }
@@ -2248,14 +2929,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
                                surface = texturesurfacelist[texturesurfaceindex];
-                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                               if (!rsurface_svector3f)
-                               {
-                                       rsurface_svector3f = varray_svector3f;
-                                       rsurface_tvector3f = varray_tvector3f;
-                                       rsurface_normal3f = varray_normal3f;
-                                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
-                               }
+                               RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
                                GL_Color(1, 0, 0, 1);
                                qglBegin(GL_LINES);
                                for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
@@ -2388,7 +3062,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        if (f && surface->num_triangles)
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight && surface->lightmapinfo->samples)
+                               if (surface->cached_dlight)
                                        R_BuildLightMap(ent, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
@@ -2419,7 +3093,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                        if (f && surface->num_triangles)
                        {
                                // if lightmap parameters changed, rebuild lightmap texture
-                               if (surface->cached_dlight && surface->lightmapinfo->samples)
+                               if (surface->cached_dlight)
                                        R_BuildLightMap(ent, surface);
                                // add face to draw list
                                surfacelist[numsurfacelist++] = surface;
@@ -2436,5 +3110,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
        if (!r_showtrispass)
                renderstats.entities_triangles += counttriangles;
+       if (gl_support_fragment_shader)
+               qglUseProgramObjectARB(0);
 }