]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
take utf8_enable into account when printing the dots for a multiline chatmessage
[xonotic/darkplaces.git] / r_shadow.c
index 29ae6fdea72fa236409298604678d8169c7aaf3a..702371b1d1cbe0c22d0cfea74d7dbe98a7575163 100644 (file)
@@ -140,8 +140,6 @@ demonstrated by the game Doom3.
 #include "portals.h"
 #include "image.h"
 
-#define R_SHADOW_SHADOWMAP_NUMCUBEMAPS 8
-
 extern void R_Shadow_EditLights_Init(void);
 
 typedef enum r_shadow_rendermode_e
@@ -398,6 +396,7 @@ void R_Shadow_SetShadowMode(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                if ((r_shadow_shadowmapping.integer || r_shadow_deferred.integer) && vid.support.ext_framebuffer_object)
                {
                        if(r_shadow_shadowmapfilterquality < 0)
@@ -1690,7 +1689,7 @@ static void R_Shadow_MakeTextures_MakeCorona(void)
                        pixels[y][x][3] = 255;
                }
        }
-       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_PRECACHE | TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
+       r_shadow_lightcorona = R_SkinFrame_LoadInternalBGRA("lightcorona", TEXF_FORCELINEAR, &pixels[0][0][0], 32, 32);
 }
 
 static unsigned int R_Shadow_MakeTextures_SamplePoint(float x, float y, float z)
@@ -1722,12 +1721,12 @@ static void R_Shadow_MakeTextures(void)
        // 1D gradient texture
        for (x = 0;x < ATTEN1DSIZE;x++)
                data[x] = R_Shadow_MakeTextures_SamplePoint((x + 0.5f) * (1.0f / ATTEN1DSIZE) * (1.0f / 0.9375), 0, 0);
-       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuationgradienttexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation1d", ATTEN1DSIZE, 1, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
        // 2D circle texture
        for (y = 0;y < ATTEN2DSIZE;y++)
                for (x = 0;x < ATTEN2DSIZE;x++)
                        data[y*ATTEN2DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN2DSIZE) - 1.0f) * (1.0f / 0.9375), 0);
-       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+       r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
        // 3D sphere texture
        if (r_shadow_texture3d.integer && vid.support.ext_texture_3d)
        {
@@ -1735,7 +1734,7 @@ static void R_Shadow_MakeTextures(void)
                        for (y = 0;y < ATTEN3DSIZE;y++)
                                for (x = 0;x < ATTEN3DSIZE;x++)
                                        data[(z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x] = R_Shadow_MakeTextures_SamplePoint(((x + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((y + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375), ((z + 0.5f) * (2.0f / ATTEN3DSIZE) - 1.0f) * (1.0f / 0.9375));
-               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
+               r_shadow_attenuation3dtexture = R_LoadTexture3D(r_shadow_texturepool, "attenuation3d", ATTEN3DSIZE, ATTEN3DSIZE, ATTEN3DSIZE, (unsigned char *)data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
        }
        else
                r_shadow_attenuation3dtexture = NULL;
@@ -1744,7 +1743,7 @@ static void R_Shadow_MakeTextures(void)
        R_Shadow_MakeTextures_MakeCorona();
 
        // Editor light sprites
-       r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprcursor = R_SkinFrame_LoadInternal8bit("gfx/editlights/cursor", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        ".3............3."
        "..5...2332...5.."
@@ -1762,7 +1761,7 @@ static void R_Shadow_MakeTextures(void)
        ".3............3."
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/light", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        "................"
        "......1111......"
@@ -1780,7 +1779,7 @@ static void R_Shadow_MakeTextures(void)
        "................"
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/noshadow", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        "................"
        "......1111......"
@@ -1798,7 +1797,7 @@ static void R_Shadow_MakeTextures(void)
        "................"
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprcubemaplight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemaplight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        "................"
        "......2772......"
@@ -1816,7 +1815,7 @@ static void R_Shadow_MakeTextures(void)
        "................"
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
+       r_editlights_sprcubemapnoshadowlight = R_SkinFrame_LoadInternal8bit("gfx/editlights/cubemapnoshadowlight", TEXF_ALPHA | TEXF_CLAMP, (const unsigned char *)
        "................"
        "................"
        "......2772......"
@@ -1834,7 +1833,7 @@ static void R_Shadow_MakeTextures(void)
        "................"
        "................"
        , 16, 16, palette_bgra_embeddedpic, palette_bgra_embeddedpic);
-       r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_PRECACHE | TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
+       r_editlights_sprselection = R_SkinFrame_LoadInternal8bit("gfx/editlights/selection", TEXF_ALPHA | TEXF_CLAMP, (unsigned char *)
        "................"
        ".777752..257777."
        ".742........247."
@@ -1910,6 +1909,7 @@ void R_Shadow_RenderMode_Begin(void)
        switch(vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                r_shadow_lightingrendermode = R_SHADOW_RENDERMODE_LIGHT_GLSL;
                break;
        case RENDERPATH_GL13:
@@ -1975,7 +1975,7 @@ void R_Shadow_RenderMode_Reset(void)
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        r_shadow_usingshadowmaprect = false;
        r_shadow_usingshadowmapcube = false;
        r_shadow_usingshadowmap2d = false;
@@ -1998,7 +1998,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean zpass)
        R_Shadow_RenderMode_Reset();
        GL_ColorMask(0, 0, 0, 0);
        GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
-       R_SetupDepthOrShadowShader();
+       R_SetupShader_DepthOrShadow();
        qglDepthFunc(GL_LESS);CHECKGLERROR
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
        r_shadow_rendermode = mode;
@@ -2056,7 +2056,7 @@ static void R_Shadow_MakeVSDCT(void)
                0,   0, 0x33, 0xFF, // +Z: <0, 0>, <0.5, 2.5>
                0,   0, 0x99, 0xFF, // -Z: <0, 0>, <1.5, 2.5>
        };
-       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_ALWAYSPRECACHE | TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL); 
+       r_shadow_shadowmapvsdcttexture = R_LoadTextureCubeMap(r_shadow_texturepool, "shadowmapvsdct", 1, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALPHA, NULL);
 }
 
 void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
@@ -2184,11 +2184,11 @@ void R_Shadow_RenderMode_ShadowMap(int side, qboolean clear, int size)
        if (fbo)
        {
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);CHECKGLERROR
-               R_SetupDepthOrShadowShader();
+               R_SetupShader_DepthOrShadow();
        }
        else
        {
-               R_SetupShowDepthShader();
+               R_SetupShader_ShowDepth();
                qglClearColor(1,1,1,1);CHECKGLERROR
        }
        CHECKGLERROR
@@ -2217,34 +2217,6 @@ init_done:
        CHECKGLERROR
 }
 
-void R_Shadow_RenderMode_SetShadowMapTexture(void)
-{
-       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
-       {
-               r_shadow_usingshadowmap2d = true;
-               R_Mesh_TexBind(GL20TU_SHADOWMAP2D, R_GetTexture(r_shadow_shadowmap2dtexture));
-               CHECKGLERROR
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
-       {
-               r_shadow_usingshadowmaprect = true;
-               R_Mesh_TexBindAll(GL20TU_SHADOWMAPRECT, 0, 0, 0, R_GetTexture(r_shadow_shadowmaprectangletexture));
-               CHECKGLERROR
-       }
-       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
-       {
-               r_shadow_usingshadowmapcube = true;
-               R_Mesh_TexBindAll(GL20TU_SHADOWMAPCUBE, 0, 0, R_GetTexture(r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]), 0);
-               CHECKGLERROR
-       }
-
-       if (r_shadow_shadowmapvsdct && (r_shadow_usingshadowmap2d || r_shadow_usingshadowmaprect))
-       {
-               R_Mesh_TexBindAll(GL20TU_CUBEPROJECTION, 0, 0, R_GetTexture(r_shadow_shadowmapvsdcttexture), 0);
-               CHECKGLERROR
-       }
-}
-
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qboolean shadowmapping)
 {
        if (transparent)
@@ -2272,11 +2244,17 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent, qb
        // do global setup needed for the chosen lighting mode
        if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
        {
-               R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
                GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0);
                CHECKGLERROR
-               if (shadowmapping)
-                       R_Shadow_RenderMode_SetShadowMapTexture();
+       }
+       if (shadowmapping)
+       {
+               if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+                       r_shadow_usingshadowmap2d = true;
+               else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+                       r_shadow_usingshadowmaprect = true;
+               else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+                       r_shadow_usingshadowmapcube = true;
        }
        R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
        CHECKGLERROR
@@ -2313,9 +2291,8 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_Shadow_RenderMode_Reset();
        r_shadow_rendermode = r_shadow_lightingrendermode;
        // do global setup needed for the chosen lighting mode
-       if (r_shadow_rendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
        {
-               R_Mesh_Matrix(&identitymatrix);
+               R_EntityMatrix(&identitymatrix);
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
                if (stenciltest)
                {
@@ -2325,32 +2302,30 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
                        qglStencilFunc(GL_EQUAL, 128, ~0);CHECKGLERROR
                }
                qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, r_shadow_prepasslightingfbo);CHECKGLERROR
-               R_Mesh_TexBindAll(GL20TU_SCREENDEPTH, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrydepthtexture));
-               R_Mesh_TexBindAll(GL20TU_SCREENNORMALMAP, 0, 0, 0, R_GetTexture(r_shadow_prepassgeometrynormalmaptexture));
-               R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0); // light filter
                if (shadowmapping)
-                       R_Shadow_RenderMode_SetShadowMapTexture();
-               R_SetupDeferredLightShader(rsurface.rtlight);
-               //R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
-               R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
+               {
+                       if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAP2D)
+                               r_shadow_usingshadowmap2d = true;
+                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE)
+                               r_shadow_usingshadowmaprect = true;
+                       else if (r_shadow_shadowmode == R_SHADOW_SHADOWMODE_SHADOWMAPCUBESIDE)
+                               r_shadow_usingshadowmapcube = true;
+               }
 
+               // render the lighting
+               R_SetupShader_DeferredLight(rsurface.rtlight);
                for (i = 0;i < 8;i++)
                        Matrix4x4_Transform(matrix, bboxpoints[i], vertex3f + i*3);
                CHECKGLERROR
-               //qglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);CHECKGLERROR
                R_Mesh_VertexPointer(vertex3f, 0, 0);
                R_Mesh_ColorPointer(NULL, 0, 0);
                GL_ColorMask(1,1,1,1);
-               //GL_Color(0.25f,0.05f,0.02f,1.0f);
-               //R_SetupGenericShader(false);
                GL_DepthMask(false);
                GL_DepthRange(0, 1);
                GL_PolygonOffset(0, 0);
                GL_DepthTest(true);
                qglDepthFunc(GL_GREATER);CHECKGLERROR
                GL_CullFace(r_refdef.view.cullface_back);
-               //GL_AlphaTest(false);
-               //qglDisable(GL_STENCIL_TEST);CHECKGLERROR
                R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
        }
 }
@@ -2710,31 +2685,11 @@ static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvert
 static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, int firsttriangle, int numtriangles, const int *element3i, const unsigned short *element3s, int element3i_bufferobject, int element3s_bufferobject, const vec3_t lightcolor, float ambientscale, float diffusescale, float specularscale)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
-       R_SetupSurfaceShader(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
+       R_SetupShader_Surface(lightcolor, false, ambientscale, diffusescale, specularscale, RSURFPASS_RTLIGHT);
        if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
                R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
        else
                R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
-       R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
-       R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
-       R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
-       R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
-       if (rsurface.texture->backgroundcurrentskinframe)
-       {
-               R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
-               R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
-               R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
-       }
-       //R_Mesh_TexBindAll(GL20TU_CUBE, 0, 0, R_GetTexture(rsurface.rtlight->currentcubemap), 0);
-       R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
-       if(rsurface.texture->colormapping)
-       {
-               R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
-               R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
-       }
-       R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture));
        R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
        R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
        R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
@@ -2849,11 +2804,10 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        const float *surfacepants = rsurface.colormap_pantscolor;
        const float *surfaceshirt = rsurface.colormap_shirtcolor;
        rtexture_t *basetexture = rsurface.texture->basetexture;
-       rtexture_t *pantstexture = rsurface.texture->currentskinframe->pants;
-       rtexture_t *shirttexture = rsurface.texture->currentskinframe->shirt;
+       rtexture_t *pantstexture = rsurface.texture->pantstexture;
+       rtexture_t *shirttexture = rsurface.texture->shirttexture;
        qboolean dopants = pantstexture && VectorLength2(surfacepants) >= (1.0f / 1048576.0f);
        qboolean doshirt = shirttexture && VectorLength2(surfaceshirt) >= (1.0f / 1048576.0f);
-       rmeshstate_t m;
        ambientscale *= 2 * r_refdef.view.colorscale;
        diffusescale *= 2 * r_refdef.view.colorscale;
        ambientcolorbase[0] = lightcolor[0] * ambientscale * surfacecolor[0];ambientcolorbase[1] = lightcolor[1] * ambientscale * surfacecolor[1];ambientcolorbase[2] = lightcolor[2] * ambientscale * surfacecolor[2];
@@ -2862,63 +2816,31 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice
        diffusecolorpants[0] = diffusecolorbase[0] * surfacepants[0];diffusecolorpants[1] = diffusecolorbase[1] * surfacepants[1];diffusecolorpants[2] = diffusecolorbase[2] * surfacepants[2];
        ambientcolorshirt[0] = ambientcolorbase[0] * surfaceshirt[0];ambientcolorshirt[1] = ambientcolorbase[1] * surfaceshirt[1];ambientcolorshirt[2] = ambientcolorbase[2] * surfaceshirt[2];
        diffusecolorshirt[0] = diffusecolorbase[0] * surfaceshirt[0];diffusecolorshirt[1] = diffusecolorbase[1] * surfaceshirt[1];diffusecolorshirt[2] = diffusecolorbase[2] * surfaceshirt[2];
+       R_Mesh_TexBind(0, R_GetTexture(basetexture));
+       R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
+       R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
+       R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
        switch(r_shadow_rendermode)
        {
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX3DATTEN:
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
-               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               R_Mesh_TextureState(&m);
+               R_Mesh_TexBindAll(1, 0, R_GetTexture(r_shadow_attenuation3dtexture), 0, 0);
+               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
+               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2D1DATTEN:
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.texmatrix[2] = rsurface.entitytoattenuationz;
-               m.pointer_texcoord3f[2] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[2] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[2] = rsurface.vertex3f_bufferoffset;
-               R_Mesh_TextureState(&m);
-               break;
+               R_Mesh_TexBind(2, R_GetTexture(r_shadow_attenuation2dtexture));
+               R_Mesh_TexMatrix(2, &rsurface.entitytoattenuationz);
+               R_Mesh_TexCombine(2, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexCoordPointer(2, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
+               // fall through
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX2DATTEN:
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               m.tex[1] = R_GetTexture(r_shadow_attenuation2dtexture);
-               m.texmatrix[1] = rsurface.entitytoattenuationxyz;
-               m.pointer_texcoord3f[1] = rsurface.vertex3f;
-               m.pointer_texcoord_bufferobject[1] = rsurface.vertex3f_bufferobject;
-               m.pointer_texcoord_bufferoffset[1] = rsurface.vertex3f_bufferoffset;
-               R_Mesh_TextureState(&m);
+               R_Mesh_TexBind(1, R_GetTexture(r_shadow_attenuation2dtexture));
+               R_Mesh_TexMatrix(1, &rsurface.entitytoattenuationxyz);
+               R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, 1, 1);
+               R_Mesh_TexCoordPointer(1, 3, rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
                break;
        case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(basetexture);
-               m.texmatrix[0] = rsurface.texture->currenttexmatrix;
-               m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
-               m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
-               m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
-               R_Mesh_TextureState(&m);
                break;
        default:
                break;
@@ -3443,6 +3365,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent)
        vec_t relativeshadowradius;
        RSurf_ActiveModelEntity(ent, false, false, false);
        Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, relativeshadoworigin);
+       // we need to re-init the shader for each entity because the matrix changed
        relativeshadowradius = rsurface.rtlight->radius / ent->scale;
        relativeshadowmins[0] = relativeshadoworigin[0] - relativeshadowradius;
        relativeshadowmins[1] = relativeshadoworigin[1] - relativeshadowradius;
@@ -3468,14 +3391,6 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
        Matrix4x4_Transform(&ent->inversematrix, rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
-       switch(r_shadow_lightingrendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
-               break;
-       default:
-               break;
-       }
 }
 
 void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned char *trispvs)
@@ -3490,14 +3405,6 @@ void R_Shadow_DrawWorldLight(int numsurfaces, int *surfacelist, const unsigned c
        Matrix4x4_Concat(&rsurface.entitytoattenuationxyz, &matrix_attenuationxyz, &rsurface.entitytolight);
        Matrix4x4_Concat(&rsurface.entitytoattenuationz, &matrix_attenuationz, &rsurface.entitytolight);
        VectorCopy(rsurface.rtlight->shadoworigin, rsurface.entitylightorigin);
-       switch(r_shadow_lightingrendermode)
-       {
-       case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-               R_Mesh_TexMatrix(3, &rsurface.entitytolight);
-               break;
-       default:
-               break;
-       }
 
        r_refdef.scene.worldmodel->DrawLight(r_refdef.scene.worldentity, numsurfaces, surfacelist, trispvs);
 
@@ -3729,8 +3636,10 @@ void R_Shadow_PrepareLight(rtlight_t *rtlight)
        rtlight->cached_shadowentities_noselfshadow    = (entity_render_t**)R_FrameData_Store(numshadowentities_noselfshadow*sizeof(entity_render_t *), (void*)shadowentities_noselfshadow);
        if (shadowtrispvs == r_shadow_buffer_shadowtrispvs)
        {
-               rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles, shadowtrispvs);
-               rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(r_refdef.scene.worldmodel->surfmesh.num_triangles, lighttrispvs);
+               int numshadowtrispvsbytes = (((r_refdef.scene.worldmodel->brush.shadowmesh ? r_refdef.scene.worldmodel->brush.shadowmesh->numtriangles : r_refdef.scene.worldmodel->surfmesh.num_triangles) + 7) >> 3);
+               int numlighttrispvsbytes = ((r_refdef.scene.worldmodel->surfmesh.num_triangles + 7) >> 3);
+               rtlight->cached_shadowtrispvs                  =   (unsigned char *)R_FrameData_Store(numshadowtrispvsbytes, shadowtrispvs);
+               rtlight->cached_lighttrispvs                   =   (unsigned char *)R_FrameData_Store(numlighttrispvsbytes, lighttrispvs);
                rtlight->cached_surfacelist                    =              (int*)R_FrameData_Store(numsurfaces*sizeof(int), (void*)surfacelist);
        }
        else
@@ -4039,7 +3948,7 @@ void R_Shadow_DrawPrepass(void)
        if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawPrepass)
                r_refdef.scene.worldmodel->DrawPrepass(r_refdef.scene.worldentity);
        if (r_timereport_active)
-               R_TimeReport("prepassgeometry");
+               R_TimeReport("prepassworld");
 
        for (i = 0;i < r_refdef.scene.numentities;i++)
        {
@@ -4050,6 +3959,9 @@ void R_Shadow_DrawPrepass(void)
                        ent->model->DrawPrepass(ent);
        }
 
+       if (r_timereport_active)
+               R_TimeReport("prepassmodels");
+
        GL_DepthMask(false);
        GL_ColorMask(1,1,1,1);
        GL_Color(1,1,1,1);
@@ -4117,6 +4029,7 @@ void R_Shadow_PrepareLights(void)
        switch (vid.renderpath)
        {
        case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
                if (!r_shadow_deferred.integer || r_shadow_shadowmode == R_SHADOW_SHADOWMODE_STENCIL || !vid.support.ext_framebuffer_object || !vid.support.arb_texture_rectangle || vid.maxdrawbuffers < 2)
                {
                        r_shadow_usingdeferredprepass = false;
@@ -4134,9 +4047,9 @@ void R_Shadow_PrepareLights(void)
                        r_shadow_prepass_width = vid.width;
                        r_shadow_prepass_height = vid.height;
                        r_shadow_prepassgeometrydepthtexture = R_LoadTextureShadowMapRectangle(r_shadow_texturepool, "prepassgeometrydepthmap", vid.width, vid.height, 24, false);
-                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
-                       r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepassgeometrynormalmaptexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepassgeometrynormalmap", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepasslightingdiffusetexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingdiffuse", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
+                       r_shadow_prepasslightingspeculartexture = R_LoadTextureRectangle(r_shadow_texturepool, "prepasslightingspecular", vid.width, vid.height, NULL, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCENEAREST, NULL);
 
                        // set up the geometry pass fbo (depth + normalmap)
                        qglGenFramebuffersEXT(1, &r_shadow_prepassgeometryfbo);CHECKGLERROR
@@ -4353,12 +4266,12 @@ void R_DrawModelShadows(void)
        //GL_Scissor(r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
        //GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
        //GL_ScissorTest(true);
-       //R_Mesh_Matrix(&identitymatrix);
+       //R_EntityMatrix(&identitymatrix);
        //R_Mesh_ResetTextureState();
        R_ResetViewRendering2D();
        R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
        R_Mesh_ColorPointer(NULL, 0, 0);
-       R_SetupGenericShader(false);
+       R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
 
        // set up a darkening blend on shadowed areas
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -4477,7 +4390,7 @@ void R_Shadow_DrawCoronas(void)
        if (r_waterstate.renderingscene)
                return;
        flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
 
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
 
@@ -4508,7 +4421,7 @@ void R_Shadow_DrawCoronas(void)
                GL_DepthTest(true);
                R_Mesh_ColorPointer(NULL, 0, 0);
                R_Mesh_ResetTextureState();
-               R_SetupGenericShader(false);
+               R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
        }
        for (lightindex = 0;lightindex < range;lightindex++)
        {
@@ -4654,7 +4567,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
 
                if (!r_shadow_filters_texturepool)
                        r_shadow_filters_texturepool = R_AllocTexturePool();
-               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, TEXF_PRECACHE | (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
+               cubemaptexture = R_LoadTextureCubeMap(r_shadow_filters_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
                Mem_Free(cubemappixels);
        }
        else