]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/shaders/shaders.cpp
my own uncrustify run
[xonotic/netradiant.git] / plugins / shaders / shaders.cpp
index c4213b870c90a0ebc12c7388ebb29555d0ca6c5f..37b9ebe92d38a4b45c7662cc651b7bd2076255a2 100644 (file)
@@ -1,32 +1,32 @@
 /*
-Copyright (c) 2001, Loki software, inc.
-All rights reserved.
-
-Redistribution and use in source and binary forms, with or without modification, 
-are permitted provided that the following conditions are met:
-
-Redistributions of source code must retain the above copyright notice, this list 
-of conditions and the following disclaimer.
-
-Redistributions in binary form must reproduce the above copyright notice, this
-list of conditions and the following disclaimer in the documentation and/or
-other materials provided with the distribution.
-
-Neither the name of Loki software nor the names of its contributors may be used 
-to endorse or promote products derived from this software without specific prior 
-written permission. 
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS'' 
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
-DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY 
-DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 
-(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 
-LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON 
-ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 
-SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 
-*/
+   Copyright (c) 2001, Loki software, inc.
+   All rights reserved.
+
+   Redistribution and use in source and binary forms, with or without modification,
+   are permitted provided that the following conditions are met:
+
+   Redistributions of source code must retain the above copyright notice, this list
+   of conditions and the following disclaimer.
+
+   Redistributions in binary form must reproduce the above copyright notice, this
+   list of conditions and the following disclaimer in the documentation and/or
+   other materials provided with the distribution.
+
+   Neither the name of Loki software nor the names of its contributors may be used
+   to endorse or promote products derived from this software without specific prior
+   written permission.
+
+   THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
+   AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+   IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+   DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
+   DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+   (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+   LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+   ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+   (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+   SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
 
 //
 // Shaders Manager Plugin
@@ -34,956 +34,1777 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 // Leonardo Zide (leo@lokigames.com)
 //
 
-// standard headers
+#include "shaders.h"
+
 #include <stdio.h>
 #include <stdlib.h>
-#include "plugin.h"
-#include "mathlib.h"
-#include "missing.h" //++timo FIXME: this one is intended to go away some day, it's MFC compatibility classes
-#include "shaders.h"
+#include <map>
+#include <list>
+
+#include "ifilesystem.h"
+#include "ishaders.h"
+#include "iscriplib.h"
+#include "itextures.h"
+#include "qerplugin.h"
+#include "irender.h"
+
+#include <glib/gslist.h>
+
+#include "debugging/debugging.h"
+#include "string/pooledstring.h"
+#include "math/vector.h"
+#include "generic/callback.h"
+#include "generic/referencecounted.h"
+#include "stream/memstream.h"
+#include "stream/stringstream.h"
+#include "stream/textfilestream.h"
+#include "os/path.h"
+#include "os/dir.h"
+#include "os/file.h"
+#include "stringio.h"
+#include "shaderlib.h"
+#include "texturelib.h"
+#include "cmdlib.h"
+#include "moduleobservers.h"
+#include "archivelib.h"
+#include "imagelib.h"
+
+const char* g_shadersExtension = "";
+const char* g_shadersDirectory = "";
+bool g_enableDefaultShaders = true;
+ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
+bool g_useShaderList = true;
+_QERPlugImageTable* g_bitmapModule = 0;
+const char* g_texturePrefix = "textures/";
+
+void ActiveShaders_IteratorBegin();
+bool ActiveShaders_IteratorAtEnd();
+IShader *ActiveShaders_IteratorCurrent();
+void ActiveShaders_IteratorIncrement();
+Callback g_ActiveShadersChangedNotify;
+
+void FreeShaders();
+void LoadShaderFile( const char *filename );
+qtexture_t *Texture_ForName( const char *filename );
+
+
+/*!
+   NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
+   SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
+   SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
+   this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
+ */
+
+Image* loadBitmap( void* environment, const char* name ){
+       DirectoryArchiveFile file( name, name );
+       if ( !file.failed() ) {
+               return g_bitmapModule->loadImage( file );
+       }
+       return 0;
+}
+
+inline byte* getPixel( byte* pixels, int width, int height, int x, int y ){
+       return pixels + ( ( ( ( ( y + height ) % height ) * width ) + ( ( x + width ) % width ) ) * 4 );
+}
 
-// some forward declarations
-IShader *WINAPI QERApp_Shader_ForName (const char *name);
-qtexture_t *WINAPI QERApp_Try_Texture_ForName (const char *name);
-qtexture_t *WINAPI QERApp_Texture_ForName2 (const char *filename);
-IShader *WINAPI QERApp_ColorShader_ForName (const char *name);
-void WINAPI QERApp_LoadShaderFile (const char *filename);
+class KernelElement
+{
+public:
+int x, y;
+float w;
+};
+
+Image& convertHeightmapToNormalmap( Image& heightmap, float scale ){
+       int w = heightmap.getWidth();
+       int h = heightmap.getHeight();
+
+       Image& normalmap = *( new RGBAImage( heightmap.getWidth(), heightmap.getHeight() ) );
+
+       byte* in = heightmap.getRGBAPixels();
+       byte* out = normalmap.getRGBAPixels();
+
+#if 1
+       // no filtering
+       const int kernelSize = 2;
+       KernelElement kernel_du[kernelSize] = {
+               {-1, 0,-0.5f },
+               { 1, 0, 0.5f }
+       };
+       KernelElement kernel_dv[kernelSize] = {
+               { 0, 1, 0.5f },
+               { 0,-1,-0.5f }
+       };
+#else
+       // 3x3 Prewitt
+       const int kernelSize = 6;
+       KernelElement kernel_du[kernelSize] = {
+               {-1, 1,-1.0f },
+               {-1, 0,-1.0f },
+               {-1,-1,-1.0f },
+               { 1, 1, 1.0f },
+               { 1, 0, 1.0f },
+               { 1,-1, 1.0f }
+       };
+       KernelElement kernel_dv[kernelSize] = {
+               {-1, 1, 1.0f },
+               { 0, 1, 1.0f },
+               { 1, 1, 1.0f },
+               {-1,-1,-1.0f },
+               { 0,-1,-1.0f },
+               { 1,-1,-1.0f }
+       };
+#endif
+
+       int x, y = 0;
+       while ( y < h )
+       {
+               x = 0;
+               while ( x < w )
+               {
+                       float du = 0;
+                       for ( KernelElement* i = kernel_du; i != kernel_du + kernelSize; ++i )
+                       {
+                               du += ( getPixel( in, w, h, x + ( *i ).x, y + ( *i ).y )[0] / 255.0 ) * ( *i ).w;
+                       }
+                       float dv = 0;
+                       for ( KernelElement* i = kernel_dv; i != kernel_dv + kernelSize; ++i )
+                       {
+                               dv += ( getPixel( in, w, h, x + ( *i ).x, y + ( *i ).y )[0] / 255.0 ) * ( *i ).w;
+                       }
+
+                       float nx = -du * scale;
+                       float ny = -dv * scale;
+                       float nz = 1.0;
+
+                       // Normalize
+                       float norm = 1.0 / sqrt( nx * nx + ny * ny + nz * nz );
+                       out[0] = float_to_integer( ( ( nx * norm ) + 1 ) * 127.5 );
+                       out[1] = float_to_integer( ( ( ny * norm ) + 1 ) * 127.5 );
+                       out[2] = float_to_integer( ( ( nz * norm ) + 1 ) * 127.5 );
+                       out[3] = 255;
+
+                       x++;
+                       out += 4;
+               }
+
+               y++;
+       }
+
+       return normalmap;
+}
+
+Image* loadHeightmap( void* environment, const char* name ){
+       Image* heightmap = GlobalTexturesCache().loadImage( name );
+       if ( heightmap != 0 ) {
+               Image& normalmap = convertHeightmapToNormalmap( *heightmap, *reinterpret_cast<float*>( environment ) );
+               heightmap->release();
+               return &normalmap;
+       }
+       return 0;
+}
 
-//++timo TODO: use stl::map !! (I tried having a look to CMap but it obviously sucks)
-CShaderArray g_Shaders;
-// whenever a shader gets activated / deactivated this list is updated
-// NOTE: make sure you don't add a shader that's already in
-// NOTE: all shaders in this array are in the main g_Shaders
-CShaderArray g_ActiveShaders;
+
+Image* loadSpecial( void* environment, const char* name ){
+       if ( *name == '_' ) { // special image
+               StringOutputStream bitmapName( 256 );
+               bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".bmp";
+               Image* image = loadBitmap( environment, bitmapName.c_str() );
+               if ( image != 0 ) {
+                       return image;
+               }
+       }
+       return GlobalTexturesCache().loadImage( name );
+}
+
+class ShaderPoolContext
+{
+};
+typedef Static<StringPool, ShaderPoolContext> ShaderPool;
+typedef PooledString<ShaderPool> ShaderString;
+typedef ShaderString ShaderVariable;
+typedef ShaderString ShaderValue;
+typedef CopiedString TextureExpression;
 
 // clean a texture name to the qtexture_t name format we use internally
-// NOTE: there are so many cases .. this may need to get updated to cover all of them
-// we expect a "textures/" path on top, except if bAddTexture is set to true .. in case we add in needed
 // NOTE: case sensitivity: the engine is case sensitive. we store the shader name with case information and save with case
 // information as well. but we assume there won't be any case conflict and so when doing lookups based on shader name,
 // we compare as case insensitive. That is Radiant is case insensitive, but knows that the engine is case sensitive.
 //++timo FIXME: we need to put code somewhere to detect when two shaders that are case insensitive equal are present
-const char *WINAPI QERApp_CleanTextureName (const char *name, bool bAddTexture = false)
-{
-  static char stdName[QER_MAX_NAMELEN];
-#ifdef _DEBUG
-  if (strlen(name)>QER_MAX_NAMELEN)
-    g_FuncTable.m_pfnSysFPrintf(SYS_WRN, "WARNING: name exceeds QER_MAX_NAMELEN in CleanTextureName\n");
-#endif
+template<typename StringType>
+void parseTextureName( StringType& name, const char* token ){
+       StringOutputStream cleaned( 256 );
+       cleaned << PathCleaned( token );
+       name = CopiedString( StringRange( cleaned.c_str(), path_get_filename_base_end( cleaned.c_str() ) ) ).c_str(); // remove extension
+}
 
-  strcpy (stdName, name);
-  g_FuncTable.m_pfnQE_ConvertDOSToUnixName (stdName, stdName);
-  if (stdName[strlen (name) - 4] == '.')
-    // strip extension
-    stdName[strlen (stdName) - 4] = '\0';
+bool Tokeniser_parseTextureName( Tokeniser& tokeniser, TextureExpression& name ){
+       const char* token = tokeniser.getToken();
+       if ( token == 0 ) {
+               Tokeniser_unexpectedError( tokeniser, token, "#texture-name" );
+               return false;
+       }
+       parseTextureName( name, token );
+       return true;
+}
 
-       if (bAddTexture)
-  {
-    char aux[QER_MAX_NAMELEN];
-    sprintf (aux, "textures/%s", stdName);
-    strcpy (stdName, aux);
+bool Tokeniser_parseShaderName( Tokeniser& tokeniser, CopiedString& name ){
+       const char* token = tokeniser.getToken();
+       if ( token == 0 ) {
+               Tokeniser_unexpectedError( tokeniser, token, "#shader-name" );
+               return false;
        }
-  return stdName;
+       parseTextureName( name, token );
+       return true;
 }
 
-int WINAPI QERApp_GetActiveShaderCount ()
-{
-  return g_ActiveShaders.GetSize ();
+bool Tokeniser_parseString( Tokeniser& tokeniser, ShaderString& string ){
+       const char* token = tokeniser.getToken();
+       if ( token == 0 ) {
+               Tokeniser_unexpectedError( tokeniser, token, "#string" );
+               return false;
+       }
+       string = token;
+       return true;
 }
 
-IShader *WINAPI QERApp_ActiveShader_ForIndex (int i)
+
+
+typedef std::list<ShaderVariable> ShaderParameters;
+typedef std::list<ShaderVariable> ShaderArguments;
+
+typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
+
+class ShaderTemplate
 {
-  return static_cast < CShader * >(g_ActiveShaders.GetAt (i));
+std::size_t m_refcount;
+CopiedString m_Name;
+public:
+
+ShaderParameters m_params;
+
+TextureExpression m_textureName;
+TextureExpression m_diffuse;
+TextureExpression m_bump;
+ShaderValue m_heightmapScale;
+TextureExpression m_specular;
+TextureExpression m_lightFalloffImage;
+
+int m_nFlags;
+float m_fTrans;
+
+// alphafunc stuff
+IShader::EAlphaFunc m_AlphaFunc;
+float m_AlphaRef;
+// cull stuff
+IShader::ECull m_Cull;
+
+ShaderTemplate() :
+       m_refcount( 0 ){
+       m_nFlags = 0;
+       m_fTrans = 1.0f;
 }
 
-void CShaderArray::SortShaders ()
-{
-  CPtrArray aux;
-  int i, icount;
-  int j, jcount;
-  CShader *pSort;
-  const char *sSort;
-  // dumb sort .. would it ever grow big enough so we would have to do something clever? noooo
-  icount = CPtrArray::GetSize ();
-  for (i = 0; i < icount; i++)
-  {
-    pSort = static_cast < CShader * >(GetAt (i));
-    sSort = pSort->getName ();
-    jcount = aux.GetSize ();
-    for (j = 0; j < jcount; j++)
-    {
-      if (strcmp (sSort, static_cast < CShader * >(aux.GetAt (j))->getName ()) < 0)
-        break;
-    }
-    aux.InsertAt (j, pSort);
-  }
-  CPtrArray::RemoveAll ();
-  CPtrArray::InsertAt (0, &aux);
-}
-
-// will sort the active shaders list by name
-// NOTE: it would be easier if the thing would stay sorted by using a map<name,CShader> thing
-//++timo FIXME: would need to export that to allow external override?
-void WINAPI QERApp_SortActiveShaders ()
-{
-  g_ActiveShaders.SortShaders ();
+void IncRef(){
+       ++m_refcount;
+}
+void DecRef(){
+       ASSERT_MESSAGE( m_refcount != 0, "shader reference-count going below zero" );
+       if ( --m_refcount == 0 ) {
+               delete this;
+       }
 }
 
-// NOTE: case sensitivity
-// although we store shader names with case information, Radiant does case insensitive searches
-// (we assume there's no case conflict with the names)
-CShader *CShaderArray::Shader_ForName (const char *name) const
-{
-  int i;
-  for (i = 0; i < CPtrArray::GetSize (); i++)
-  {
-    CShader *pShader = static_cast < CShader * >(CPtrArray::GetAt (i));
-    if (stricmp (pShader->getName (), name) == 0)
-      return pShader;
-  }
-  return NULL;
+std::size_t refcount(){
+       return m_refcount;
 }
 
-void CShader::CreateDefault (const char *name)
-{
-  const char *stdName = QERApp_CleanTextureName (name);
-  m_strTextureName = stdName;
-  setName (name);
+const char* getName() const {
+       return m_Name.c_str();
+}
+void setName( const char* name ){
+       m_Name = name;
 }
 
-CShader *CShaderArray::Shader_ForTextureName (const char *name) const
-{
-#ifdef _DEBUG
-  // check we were given a texture name that fits the qtexture_t naming conventions
-  if (strcmp (name, QERApp_CleanTextureName (name)) != 0)
-    Sys_Printf
-      ("WARNING: texture name %s doesn't fit qtexture_t conventions in CShaderArray::Shader_ForTextureName\n",
-       name);
-#endif
-  int i;
-  for (i = 0; i < CPtrArray::GetSize (); i++)
-  {
-    CShader *pShader = static_cast < CShader * >(CPtrArray::GetAt (i));
-    if (strcmp (name, QERApp_CleanTextureName (pShader->getTextureName ())) == 0)
-      return pShader;
-  }
-  return NULL;
+// -----------------------------------------
+
+bool parseDoom3( Tokeniser& tokeniser );
+bool parseQuake3( Tokeniser& tokeniser );
+bool parseTemplate( Tokeniser& tokeniser );
+
+
+void CreateDefault( const char *name ){
+       if ( g_enableDefaultShaders ) {
+               m_textureName = name;
+       }
+       else
+       {
+               m_textureName = "";
+       }
+       setName( name );
 }
 
-IShader *WINAPI QERApp_ActiveShader_ForTextureName (char *name)
+
+class MapLayerTemplate
 {
-  return g_ActiveShaders.Shader_ForTextureName (name);
+TextureExpression m_texture;
+BlendFuncExpression m_blendFunc;
+bool m_clampToBorder;
+ShaderValue m_alphaTest;
+public:
+MapLayerTemplate( const TextureExpression& texture, const BlendFuncExpression& blendFunc, bool clampToBorder, const ShaderValue& alphaTest ) :
+       m_texture( texture ),
+       m_blendFunc( blendFunc ),
+       m_clampToBorder( false ),
+       m_alphaTest( alphaTest ){
+}
+const TextureExpression& texture() const {
+       return m_texture;
+}
+const BlendFuncExpression& blendFunc() const {
+       return m_blendFunc;
+}
+bool clampToBorder() const {
+       return m_clampToBorder;
+}
+const ShaderValue& alphaTest() const {
+       return m_alphaTest;
+}
+};
+typedef std::vector<MapLayerTemplate> MapLayers;
+MapLayers m_layers;
+};
+
+
+bool Doom3Shader_parseHeightmap( Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale ){
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "(" ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, bump ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "," ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseString( tokeniser, heightmapScale ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, ")" ) );
+       return true;
 }
 
-void CShaderArray::AddSingle (void *lp)
-{
-  int i;
-  for (i = 0; i < CPtrArray::GetSize (); i++)
-  {
-    if (CPtrArray::GetAt (i) == lp)
-      return;
-  }
-  CPtrArray::Add (lp);
-  static_cast < CShader * >(CPtrArray::GetAt (i))->IncRef();
+bool Doom3Shader_parseAddnormals( Tokeniser& tokeniser, TextureExpression& bump ){
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "(" ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, bump ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "," ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "heightmap" ) );
+       TextureExpression heightmapName;
+       ShaderValue heightmapScale;
+       RETURN_FALSE_IF_FAIL( Doom3Shader_parseHeightmap( tokeniser, heightmapName, heightmapScale ) );
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, ")" ) );
+       return true;
 }
 
-void CShaderArray::operator = (const class CShaderArray & src)
+bool Doom3Shader_parseBumpmap( Tokeniser& tokeniser, TextureExpression& bump, ShaderValue& heightmapScale ){
+       const char* token = tokeniser.getToken();
+       if ( token == 0 ) {
+               Tokeniser_unexpectedError( tokeniser, token, "#bumpmap" );
+               return false;
+       }
+       if ( string_equal( token, "heightmap" ) ) {
+               RETURN_FALSE_IF_FAIL( Doom3Shader_parseHeightmap( tokeniser, bump, heightmapScale ) );
+       }
+       else if ( string_equal( token, "addnormals" ) ) {
+               RETURN_FALSE_IF_FAIL( Doom3Shader_parseAddnormals( tokeniser, bump ) );
+       }
+       else
+       {
+               parseTextureName( bump, token );
+       }
+       return true;
+}
+
+enum LayerTypeId
+{
+       LAYER_NONE,
+       LAYER_BLEND,
+       LAYER_DIFFUSEMAP,
+       LAYER_BUMPMAP,
+       LAYER_SPECULARMAP
+};
+
+class LayerTemplate
 {
-  int i;
+public:
+LayerTypeId m_type;
+TextureExpression m_texture;
+BlendFuncExpression m_blendFunc;
+bool m_clampToBorder;
+ShaderValue m_alphaTest;
+ShaderValue m_heightmapScale;
+
+LayerTemplate() : m_type( LAYER_NONE ), m_blendFunc( "GL_ONE", "GL_ZERO" ), m_clampToBorder( false ), m_alphaTest( "-1" ), m_heightmapScale( "0" ){
+}
+};
+
+bool parseShaderParameters( Tokeniser& tokeniser, ShaderParameters& params ){
+       Tokeniser_parseToken( tokeniser, "(" );
+       for (;; )
+       {
+               const char* param = tokeniser.getToken();
+               if ( string_equal( param, ")" ) ) {
+                       break;
+               }
+               params.push_back( param );
+               const char* comma = tokeniser.getToken();
+               if ( string_equal( comma, ")" ) ) {
+                       break;
+               }
+               if ( !string_equal( comma, "," ) ) {
+                       Tokeniser_unexpectedError( tokeniser, comma, "," );
+                       return false;
+               }
+       }
+       return true;
+}
+
+bool ShaderTemplate::parseTemplate( Tokeniser& tokeniser ){
+       m_Name = tokeniser.getToken();
+       if ( !parseShaderParameters( tokeniser, m_params ) ) {
+               globalErrorStream() << "shader template: " << makeQuoted( m_Name.c_str() ) << ": parameter parse failed\n";
+               return false;
+       }
 
-#ifdef _DEBUG
-  if (CPtrArray::GetSize () != 0)
-    Sys_Printf ("WARNING: CShaderArray::operator = expects an empty array\n");
+       return parseDoom3( tokeniser );
+}
+
+bool ShaderTemplate::parseDoom3( Tokeniser& tokeniser ){
+       LayerTemplate currentLayer;
+       bool isFog = false;
+
+       // we need to read until we hit a balanced }
+       int depth = 0;
+       for (;; )
+       {
+               tokeniser.nextLine();
+               const char* token = tokeniser.getToken();
+
+               if ( token == 0 ) {
+                       return false;
+               }
+
+               if ( string_equal( token, "{" ) ) {
+                       ++depth;
+                       continue;
+               }
+               else if ( string_equal( token, "}" ) ) {
+                       --depth;
+                       if ( depth < 0 ) { // error
+                               return false;
+                       }
+                       if ( depth == 0 ) { // end of shader
+                               break;
+                       }
+                       if ( depth == 1 ) { // end of layer
+                               if ( currentLayer.m_type == LAYER_DIFFUSEMAP ) {
+                                       m_diffuse = currentLayer.m_texture;
+                               }
+                               else if ( currentLayer.m_type == LAYER_BUMPMAP ) {
+                                       m_bump = currentLayer.m_texture;
+                               }
+                               else if ( currentLayer.m_type == LAYER_SPECULARMAP ) {
+                                       m_specular = currentLayer.m_texture;
+                               }
+                               else if ( !string_empty( currentLayer.m_texture.c_str() ) ) {
+                                       m_layers.push_back( MapLayerTemplate(
+                                                                                       currentLayer.m_texture.c_str(),
+                                                                                       currentLayer.m_blendFunc,
+                                                                                       currentLayer.m_clampToBorder,
+                                                                                       currentLayer.m_alphaTest
+                                                                                       ) );
+                               }
+                               currentLayer.m_type = LAYER_NONE;
+                               currentLayer.m_texture = "";
+                       }
+                       continue;
+               }
+
+               if ( depth == 2 ) { // in layer
+                       if ( string_equal_nocase( token, "blend" ) ) {
+                               const char* blend = tokeniser.getToken();
+
+                               if ( blend == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, blend, "#blend" );
+                                       return false;
+                               }
+
+                               if ( string_equal_nocase( blend, "diffusemap" ) ) {
+                                       currentLayer.m_type = LAYER_DIFFUSEMAP;
+                               }
+                               else if ( string_equal_nocase( blend, "bumpmap" ) ) {
+                                       currentLayer.m_type = LAYER_BUMPMAP;
+                               }
+                               else if ( string_equal_nocase( blend, "specularmap" ) ) {
+                                       currentLayer.m_type = LAYER_SPECULARMAP;
+                               }
+                               else
+                               {
+                                       currentLayer.m_blendFunc.first = blend;
+
+                                       const char* comma = tokeniser.getToken();
+
+                                       if ( comma == 0 ) {
+                                               Tokeniser_unexpectedError( tokeniser, comma, "#comma" );
+                                               return false;
+                                       }
+
+                                       if ( string_equal( comma, "," ) ) {
+                                               RETURN_FALSE_IF_FAIL( Tokeniser_parseString( tokeniser, currentLayer.m_blendFunc.second ) );
+                                       }
+                                       else
+                                       {
+                                               currentLayer.m_blendFunc.second = "";
+                                               tokeniser.ungetToken();
+                                       }
+                               }
+                       }
+                       else if ( string_equal_nocase( token, "map" ) ) {
+                               if ( currentLayer.m_type == LAYER_BUMPMAP ) {
+                                       RETURN_FALSE_IF_FAIL( Doom3Shader_parseBumpmap( tokeniser, currentLayer.m_texture, currentLayer.m_heightmapScale ) );
+                               }
+                               else
+                               {
+                                       const char* map = tokeniser.getToken();
+
+                                       if ( map == 0 ) {
+                                               Tokeniser_unexpectedError( tokeniser, map, "#map" );
+                                               return false;
+                                       }
+
+                                       if ( string_equal( map, "makealpha" ) ) {
+                                               RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "(" ) );
+                                               const char* texture = tokeniser.getToken();
+                                               if ( texture == 0 ) {
+                                                       Tokeniser_unexpectedError( tokeniser, texture, "#texture" );
+                                                       return false;
+                                               }
+                                               currentLayer.m_texture = texture;
+                                               RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, ")" ) );
+                                       }
+                                       else
+                                       {
+                                               parseTextureName( currentLayer.m_texture, map );
+                                       }
+                               }
+                       }
+                       else if ( string_equal_nocase( token, "zeroclamp" ) ) {
+                               currentLayer.m_clampToBorder = true;
+                       }
+#if 0
+                       else if ( string_equal_nocase( token, "alphaTest" ) ) {
+                               Tokeniser_getFloat( tokeniser, currentLayer.m_alphaTest );
+                       }
 #endif
-  Copy (src);
-  // now go through and IncRef
-  for (i = 0; i < CPtrArray::GetSize (); i++)
-    static_cast < IShader * >(CPtrArray::GetAt (i))->IncRef ();
+               }
+               else if ( depth == 1 ) {
+                       if ( string_equal_nocase( token, "qer_editorimage" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, m_textureName ) );
+                       }
+                       else if ( string_equal_nocase( token, "qer_trans" ) ) {
+                               m_fTrans = string_read_float( tokeniser.getToken() );
+                               m_nFlags |= QER_TRANS;
+                       }
+                       else if ( string_equal_nocase( token, "translucent" ) ) {
+                               m_fTrans = 1;
+                               m_nFlags |= QER_TRANS;
+                       }
+                       else if ( string_equal( token, "DECAL_MACRO" ) ) {
+                               m_fTrans = 1;
+                               m_nFlags |= QER_TRANS;
+                       }
+                       else if ( string_equal_nocase( token, "bumpmap" ) ) {
+                               RETURN_FALSE_IF_FAIL( Doom3Shader_parseBumpmap( tokeniser, m_bump, m_heightmapScale ) );
+                       }
+                       else if ( string_equal_nocase( token, "diffusemap" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, m_diffuse ) );
+                       }
+                       else if ( string_equal_nocase( token, "specularmap" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, m_specular ) );
+                       }
+                       else if ( string_equal_nocase( token, "twosided" ) ) {
+                               m_Cull = IShader::eCullNone;
+                               m_nFlags |= QER_CULL;
+                       }
+                       else if ( string_equal_nocase( token, "nodraw" ) ) {
+                               m_nFlags |= QER_NODRAW;
+                       }
+                       else if ( string_equal_nocase( token, "nonsolid" ) ) {
+                               m_nFlags |= QER_NONSOLID;
+                       }
+                       else if ( string_equal_nocase( token, "liquid" ) ) {
+                               m_nFlags |= QER_WATER;
+                       }
+                       else if ( string_equal_nocase( token, "areaportal" ) ) {
+                               m_nFlags |= QER_AREAPORTAL;
+                       }
+                       else if ( string_equal_nocase( token, "playerclip" )
+                                         || string_equal_nocase( token, "monsterclip" )
+                                         || string_equal_nocase( token, "ikclip" )
+                                         || string_equal_nocase( token, "moveableclip" ) ) {
+                               m_nFlags |= QER_CLIP;
+                       }
+                       if ( string_equal_nocase( token, "fogLight" ) ) {
+                               isFog = true;
+                       }
+                       else if ( !isFog && string_equal_nocase( token, "lightFalloffImage" ) ) {
+                               const char* lightFalloffImage = tokeniser.getToken();
+                               if ( lightFalloffImage == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, lightFalloffImage, "#lightFalloffImage" );
+                                       return false;
+                               }
+                               if ( string_equal_nocase( lightFalloffImage, "makeintensity" ) ) {
+                                       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, "(" ) );
+                                       TextureExpression name;
+                                       RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, name ) );
+                                       m_lightFalloffImage = name;
+                                       RETURN_FALSE_IF_FAIL( Tokeniser_parseToken( tokeniser, ")" ) );
+                               }
+                               else
+                               {
+                                       m_lightFalloffImage = lightFalloffImage;
+                               }
+                       }
+               }
+       }
+
+       if ( string_empty( m_textureName.c_str() ) ) {
+               m_textureName = m_diffuse;
+       }
+
+       return true;
 }
 
-//++timo NOTE: for debugging we may need to keep track and tell wether everything has been properly unloaded
-void CShaderArray::ReleaseAll ()
-{
-  int i;
-  int count = CPtrArray::GetSize ();
-  // decref
-  for (i = 0; i < count; i++)
-    static_cast < IShader * >(CPtrArray::GetAt (i))->DecRef ();
-  // get rid
-  CPtrArray::RemoveAll ();
-}
-
-// NOTE TTimo:
-// this was hacked to work a long time ago
-// in Loki's fenris tracker as bug #104655
-// since that info is no longer available, and the hack has been there for so long, it's part of the code now
-// don't remember the details, but basically across a flush and reload for the shaders
-// we have to keep track of the patches texture names in a seperate entry
-// not sure why anymore, but I know that doesn't happen with brushes
-typedef struct patchEntry_s
+typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
+typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
+
+ShaderTemplateMap g_shaders;
+ShaderTemplateMap g_shaderTemplates;
+
+ShaderTemplate* findTemplate( const char* name ){
+       ShaderTemplateMap::iterator i = g_shaderTemplates.find( name );
+       if ( i != g_shaderTemplates.end() ) {
+               return ( *i ).second.get();
+       }
+       return 0;
+}
+
+class ShaderDefinition
 {
-  char name[QER_MAX_NAMELEN];
-  patchMesh_t *p;
-} patchEntry_t;
+public:
+ShaderDefinition( ShaderTemplate* shaderTemplate, const ShaderArguments& args, const char* filename )
+       : shaderTemplate( shaderTemplate ), args( args ), filename( filename ){
+}
+ShaderTemplate* shaderTemplate;
+ShaderArguments args;
+const char* filename;
+};
+
+typedef std::map<CopiedString, ShaderDefinition> ShaderDefinitionMap;
+
+ShaderDefinitionMap g_shaderDefinitions;
+
+bool parseTemplateInstance( Tokeniser& tokeniser, const char* filename ){
+       CopiedString name;
+       RETURN_FALSE_IF_FAIL( Tokeniser_parseShaderName( tokeniser, name ) );
+       const char* templateName = tokeniser.getToken();
+       ShaderTemplate* shaderTemplate = findTemplate( templateName );
+       if ( shaderTemplate == 0 ) {
+               globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": shader template not found: " << makeQuoted( templateName ) << "\n";
+       }
+
+       ShaderArguments args;
+       if ( !parseShaderParameters( tokeniser, args ) ) {
+               globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": argument parse failed\n";
+               return false;
+       }
+
+       if ( shaderTemplate != 0 ) {
+               if ( !g_shaderDefinitions.insert( ShaderDefinitionMap::value_type( name, ShaderDefinition( shaderTemplate, args, filename ) ) ).second ) {
+                       globalErrorStream() << "shader instance: " << makeQuoted( name.c_str() ) << ": already exists, second definition ignored\n";
+               }
+       }
+       return true;
+}
 
-CPtrArray PatchShaders;
 
-void PushPatch (patchMesh_t * patch)
+const char* evaluateShaderValue( const char* value, const ShaderParameters& params, const ShaderArguments& args ){
+       ShaderArguments::const_iterator j = args.begin();
+       for ( ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j )
+       {
+               const char* other = ( *i ).c_str();
+               if ( string_equal( value, other ) ) {
+                       return ( *j ).c_str();
+               }
+       }
+       return value;
+}
+
+///\todo BlendFunc parsing
+BlendFunc evaluateBlendFunc( const BlendFuncExpression& blendFunc, const ShaderParameters& params, const ShaderArguments& args ){
+       return BlendFunc( BLEND_ONE, BLEND_ZERO );
+}
+
+qtexture_t* evaluateTexture( const TextureExpression& texture, const ShaderParameters& params, const ShaderArguments& args, const LoadImageCallback& loader = GlobalTexturesCache().defaultLoader() ){
+       StringOutputStream result( 64 );
+       const char* expression = texture.c_str();
+       const char* end = expression + string_length( expression );
+       if ( !string_empty( expression ) ) {
+               for (;; )
+               {
+                       const char* best = end;
+                       const char* bestParam = 0;
+                       const char* bestArg = 0;
+                       ShaderArguments::const_iterator j = args.begin();
+                       for ( ShaderParameters::const_iterator i = params.begin(); i != params.end(); ++i, ++j )
+                       {
+                               const char* found = strstr( expression, ( *i ).c_str() );
+                               if ( found != 0 && found < best ) {
+                                       best = found;
+                                       bestParam = ( *i ).c_str();
+                                       bestArg = ( *j ).c_str();
+                               }
+                       }
+                       if ( best != end ) {
+                               result << StringRange( expression, best );
+                               result << PathCleaned( bestArg );
+                               expression = best + string_length( bestParam );
+                       }
+                       else
+                       {
+                               break;
+                       }
+               }
+               result << expression;
+       }
+       return GlobalTexturesCache().capture( loader, result.c_str() );
+}
+
+float evaluateFloat( const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args ){
+       const char* result = evaluateShaderValue( value.c_str(), params, args );
+       float f;
+       if ( !string_parse_float( result, f ) ) {
+               globalErrorStream() << "parsing float value failed: " << makeQuoted( result ) << "\n";
+       }
+       return f;
+}
+
+BlendFactor evaluateBlendFactor( const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args ){
+       const char* result = evaluateShaderValue( value.c_str(), params, args );
+
+       if ( string_equal_nocase( result, "gl_zero" ) ) {
+               return BLEND_ZERO;
+       }
+       if ( string_equal_nocase( result, "gl_one" ) ) {
+               return BLEND_ONE;
+       }
+       if ( string_equal_nocase( result, "gl_src_color" ) ) {
+               return BLEND_SRC_COLOUR;
+       }
+       if ( string_equal_nocase( result, "gl_one_minus_src_color" ) ) {
+               return BLEND_ONE_MINUS_SRC_COLOUR;
+       }
+       if ( string_equal_nocase( result, "gl_src_alpha" ) ) {
+               return BLEND_SRC_ALPHA;
+       }
+       if ( string_equal_nocase( result, "gl_one_minus_src_alpha" ) ) {
+               return BLEND_ONE_MINUS_SRC_ALPHA;
+       }
+       if ( string_equal_nocase( result, "gl_dst_color" ) ) {
+               return BLEND_DST_COLOUR;
+       }
+       if ( string_equal_nocase( result, "gl_one_minus_dst_color" ) ) {
+               return BLEND_ONE_MINUS_DST_COLOUR;
+       }
+       if ( string_equal_nocase( result, "gl_dst_alpha" ) ) {
+               return BLEND_DST_ALPHA;
+       }
+       if ( string_equal_nocase( result, "gl_one_minus_dst_alpha" ) ) {
+               return BLEND_ONE_MINUS_DST_ALPHA;
+       }
+       if ( string_equal_nocase( result, "gl_src_alpha_saturate" ) ) {
+               return BLEND_SRC_ALPHA_SATURATE;
+       }
+
+       globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted( result ) << "\n";
+       return BLEND_ZERO;
+}
+
+class CShader : public IShader
 {
-  patchEntry_t *pEntry = new patchEntry_s;
-  pEntry->p = patch;
-  strcpy (pEntry->name, patch->pShader->getName ());
-  PatchShaders.Add (pEntry);
+std::size_t m_refcount;
+
+const ShaderTemplate& m_template;
+const ShaderArguments& m_args;
+const char* m_filename;
+// name is shader-name, otherwise texture-name (if not a real shader)
+CopiedString m_Name;
+
+qtexture_t* m_pTexture;
+qtexture_t* m_notfound;
+qtexture_t* m_pDiffuse;
+float m_heightmapScale;
+qtexture_t* m_pBump;
+qtexture_t* m_pSpecular;
+qtexture_t* m_pLightFalloffImage;
+BlendFunc m_blendFunc;
+
+bool m_bInUse;
+
+
+public:
+static bool m_lightingEnabled;
+
+CShader( const ShaderDefinition& definition ) :
+       m_refcount( 0 ),
+       m_template( *definition.shaderTemplate ),
+       m_args( definition.args ),
+       m_filename( definition.filename ),
+       m_blendFunc( BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA ),
+       m_bInUse( false ){
+       m_pTexture = 0;
+       m_pDiffuse = 0;
+       m_pBump = 0;
+       m_pSpecular = 0;
+
+       m_notfound = 0;
+
+       realise();
+}
+virtual ~CShader(){
+       unrealise();
+
+       ASSERT_MESSAGE( m_refcount == 0, "deleting active shader" );
+}
+
+// IShaders implementation -----------------
+void IncRef(){
+       ++m_refcount;
+}
+void DecRef(){
+       ASSERT_MESSAGE( m_refcount != 0, "shader reference-count going below zero" );
+       if ( --m_refcount == 0 ) {
+               delete this;
+       }
+}
+
+std::size_t refcount(){
+       return m_refcount;
+}
+
+// get/set the qtexture_t* Radiant uses to represent this shader object
+qtexture_t* getTexture() const {
+       return m_pTexture;
+}
+qtexture_t* getDiffuse() const {
+       return m_pDiffuse;
+}
+qtexture_t* getBump() const {
+       return m_pBump;
+}
+qtexture_t* getSpecular() const {
+       return m_pSpecular;
+}
+// get shader name
+const char* getName() const {
+       return m_Name.c_str();
+}
+bool IsInUse() const {
+       return m_bInUse;
+}
+void SetInUse( bool bInUse ){
+       m_bInUse = bInUse;
+       g_ActiveShadersChangedNotify();
+}
+// get the shader flags
+int getFlags() const {
+       return m_template.m_nFlags;
+}
+// get the transparency value
+float getTrans() const {
+       return m_template.m_fTrans;
+}
+// test if it's a true shader, or a default shader created to wrap around a texture
+bool IsDefault() const {
+       return string_empty( m_filename );
+}
+// get the alphaFunc
+void getAlphaFunc( EAlphaFunc *func, float *ref ) { *func = m_template.m_AlphaFunc; *ref = m_template.m_AlphaRef; };
+BlendFunc getBlendFunc() const {
+       return m_blendFunc;
+}
+// get the cull type
+ECull getCull(){
+       return m_template.m_Cull;
+};
+// get shader file name (ie the file where this one is defined)
+const char* getShaderFileName() const {
+       return m_filename;
+}
+// -----------------------------------------
+
+void realise(){
+       m_pTexture = evaluateTexture( m_template.m_textureName, m_template.m_params, m_args );
+
+       if ( m_pTexture->texture_number == 0 ) {
+               m_notfound = m_pTexture;
+
+               {
+                       StringOutputStream name( 256 );
+                       name << GlobalRadiant().getAppPath() << "bitmaps/" << ( IsDefault() ? "notex.bmp" : "shadernotex.bmp" );
+                       m_pTexture = GlobalTexturesCache().capture( LoadImageCallback( 0, loadBitmap ), name.c_str() );
+               }
+       }
+
+       realiseLighting();
+}
+
+void unrealise(){
+       GlobalTexturesCache().release( m_pTexture );
+
+       if ( m_notfound != 0 ) {
+               GlobalTexturesCache().release( m_notfound );
+       }
+
+       unrealiseLighting();
+}
+
+void realiseLighting(){
+       if ( m_lightingEnabled ) {
+               LoadImageCallback loader = GlobalTexturesCache().defaultLoader();
+               if ( !string_empty( m_template.m_heightmapScale.c_str() ) ) {
+                       m_heightmapScale = evaluateFloat( m_template.m_heightmapScale, m_template.m_params, m_args );
+                       loader = LoadImageCallback( &m_heightmapScale, loadHeightmap );
+               }
+               m_pDiffuse = evaluateTexture( m_template.m_diffuse, m_template.m_params, m_args );
+               m_pBump = evaluateTexture( m_template.m_bump, m_template.m_params, m_args, loader );
+               m_pSpecular = evaluateTexture( m_template.m_specular, m_template.m_params, m_args );
+               m_pLightFalloffImage = evaluateTexture( m_template.m_lightFalloffImage, m_template.m_params, m_args );
+
+               for ( ShaderTemplate::MapLayers::const_iterator i = m_template.m_layers.begin(); i != m_template.m_layers.end(); ++i )
+               {
+                       m_layers.push_back( evaluateLayer( *i, m_template.m_params, m_args ) );
+               }
+
+               if ( m_layers.size() == 1 ) {
+                       const BlendFuncExpression& blendFunc = m_template.m_layers.front().blendFunc();
+                       if ( !string_empty( blendFunc.second.c_str() ) ) {
+                               m_blendFunc = BlendFunc(
+                                       evaluateBlendFactor( blendFunc.first.c_str(), m_template.m_params, m_args ),
+                                       evaluateBlendFactor( blendFunc.second.c_str(), m_template.m_params, m_args )
+                                       );
+                       }
+                       else
+                       {
+                               const char* blend = evaluateShaderValue( blendFunc.first.c_str(), m_template.m_params, m_args );
+
+                               if ( string_equal_nocase( blend, "add" ) ) {
+                                       m_blendFunc = BlendFunc( BLEND_ONE, BLEND_ONE );
+                               }
+                               else if ( string_equal_nocase( blend, "filter" ) ) {
+                                       m_blendFunc = BlendFunc( BLEND_DST_COLOUR, BLEND_ZERO );
+                               }
+                               else if ( string_equal_nocase( blend, "blend" ) ) {
+                                       m_blendFunc = BlendFunc( BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA );
+                               }
+                               else
+                               {
+                                       globalErrorStream() << "parsing blend value failed: " << makeQuoted( blend ) << "\n";
+                               }
+                       }
+               }
+       }
+}
+
+void unrealiseLighting(){
+       if ( m_lightingEnabled ) {
+               GlobalTexturesCache().release( m_pDiffuse );
+               GlobalTexturesCache().release( m_pBump );
+               GlobalTexturesCache().release( m_pSpecular );
+
+               GlobalTexturesCache().release( m_pLightFalloffImage );
+
+               for ( MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i )
+               {
+                       GlobalTexturesCache().release( ( *i ).texture() );
+               }
+               m_layers.clear();
+
+               m_blendFunc = BlendFunc( BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA );
+       }
+}
+
+// set shader name
+void setName( const char* name ){
+       m_Name = name;
 }
 
-char *ShaderNameLookup (patchMesh_t * patch)
+class MapLayer : public ShaderLayer
 {
-  int i;
-  int count = PatchShaders.GetSize ();
-  for (i = 0; i < count; i++)
-  {
-    if (static_cast < patchEntry_t * >(PatchShaders.GetAt (i))->p == patch)
-      return static_cast < patchEntry_t * >(PatchShaders.GetAt (i))->name;
-  }
-  Sys_Printf ("ERROR: failed to lookup name in ShaderNameLookup??\n");
-  return SHADER_NOT_FOUND;
-}
-//++timo end clean
+qtexture_t* m_texture;
+BlendFunc m_blendFunc;
+bool m_clampToBorder;
+float m_alphaTest;
+public:
+MapLayer( qtexture_t* texture, BlendFunc blendFunc, bool clampToBorder, float alphaTest ) :
+       m_texture( texture ),
+       m_blendFunc( blendFunc ),
+       m_clampToBorder( false ),
+       m_alphaTest( alphaTest ){
+}
+qtexture_t* texture() const {
+       return m_texture;
+}
+BlendFunc blendFunc() const {
+       return m_blendFunc;
+}
+bool clampToBorder() const {
+       return m_clampToBorder;
+}
+float alphaTest() const {
+       return m_alphaTest;
+}
+};
+
+static MapLayer evaluateLayer( const ShaderTemplate::MapLayerTemplate& layerTemplate, const ShaderParameters& params, const ShaderArguments& args ){
+       return MapLayer(
+                          evaluateTexture( layerTemplate.texture(), params, args ),
+                          evaluateBlendFunc( layerTemplate.blendFunc(), params, args ),
+                          layerTemplate.clampToBorder(),
+                          evaluateFloat( layerTemplate.alphaTest(), params, args )
+                          );
+}
+
+typedef std::vector<MapLayer> MapLayers;
+MapLayers m_layers;
+
+const ShaderLayer* firstLayer() const {
+       if ( m_layers.empty() ) {
+               return 0;
+       }
+       return &m_layers.front();
+}
+void forEachLayer( const ShaderLayerCallback& callback ) const {
+       for ( MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i )
+       {
+               callback( *i );
+       }
+}
+
+qtexture_t* lightFalloffImage() const {
+       if ( !string_empty( m_template.m_lightFalloffImage.c_str() ) ) {
+               return m_pLightFalloffImage;
+       }
+       return 0;
+}
+};
+
+bool CShader::m_lightingEnabled = false;
+
+typedef SmartPointer<CShader> ShaderPointer;
+typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
+
+shaders_t g_ActiveShaders;
+
+static shaders_t::iterator g_ActiveShadersIterator;
+
+void ActiveShaders_IteratorBegin(){
+       g_ActiveShadersIterator = g_ActiveShaders.begin();
+}
+
+bool ActiveShaders_IteratorAtEnd(){
+       return g_ActiveShadersIterator == g_ActiveShaders.end();
+}
+
+IShader *ActiveShaders_IteratorCurrent(){
+       return static_cast<CShader*>( g_ActiveShadersIterator->second );
+}
+
+void ActiveShaders_IteratorIncrement(){
+       ++g_ActiveShadersIterator;
+}
+
+void debug_check_shaders( shaders_t& shaders ){
+       for ( shaders_t::iterator i = shaders.begin(); i != shaders.end(); ++i )
+       {
+               ASSERT_MESSAGE( i->second->refcount() == 1, "orphan shader still referenced" );
+       }
+}
 
 // will free all GL binded qtextures and shaders
 // NOTE: doesn't make much sense out of Radiant exit or called during a reload
-void WINAPI QERApp_FreeShaders ()
+void FreeShaders(){
+       // reload shaders
+       // empty the actives shaders list
+       debug_check_shaders( g_ActiveShaders );
+       g_ActiveShaders.clear();
+       g_shaders.clear();
+       g_shaderTemplates.clear();
+       g_shaderDefinitions.clear();
+       g_ActiveShadersChangedNotify();
+}
+
+bool ShaderTemplate::parseQuake3( Tokeniser& tokeniser ){
+       // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
+       m_textureName = m_Name.c_str();
+
+       tokeniser.nextLine();
+
+       // we need to read until we hit a balanced }
+       int depth = 0;
+       for (;; )
+       {
+               tokeniser.nextLine();
+               const char* token = tokeniser.getToken();
+
+               if ( token == 0 ) {
+                       return false;
+               }
+
+               if ( string_equal( token, "{" ) ) {
+                       ++depth;
+                       continue;
+               }
+               else if ( string_equal( token, "}" ) ) {
+                       --depth;
+                       if ( depth < 0 ) { // underflow
+                               return false;
+                       }
+                       if ( depth == 0 ) { // end of shader
+                               break;
+                       }
+
+                       continue;
+               }
+
+               if ( depth == 1 ) {
+                       if ( string_equal_nocase( token, "qer_nocarve" ) ) {
+                               m_nFlags |= QER_NOCARVE;
+                       }
+                       else if ( string_equal_nocase( token, "qer_trans" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_getFloat( tokeniser, m_fTrans ) );
+                               m_nFlags |= QER_TRANS;
+                       }
+                       else if ( string_equal_nocase( token, "qer_editorimage" ) ) {
+                               RETURN_FALSE_IF_FAIL( Tokeniser_parseTextureName( tokeniser, m_textureName ) );
+                       }
+                       else if ( string_equal_nocase( token, "qer_alphafunc" ) ) {
+                               const char* alphafunc = tokeniser.getToken();
+
+                               if ( alphafunc == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, alphafunc, "#alphafunc" );
+                                       return false;
+                               }
+
+                               if ( string_equal_nocase( alphafunc, "equal" ) ) {
+                                       m_AlphaFunc = IShader::eEqual;
+                               }
+                               else if ( string_equal_nocase( alphafunc, "greater" ) ) {
+                                       m_AlphaFunc = IShader::eGreater;
+                               }
+                               else if ( string_equal_nocase( alphafunc, "less" ) ) {
+                                       m_AlphaFunc = IShader::eLess;
+                               }
+                               else if ( string_equal_nocase( alphafunc, "gequal" ) ) {
+                                       m_AlphaFunc = IShader::eGEqual;
+                               }
+                               else if ( string_equal_nocase( alphafunc, "lequal" ) ) {
+                                       m_AlphaFunc = IShader::eLEqual;
+                               }
+                               else
+                               {
+                                       m_AlphaFunc = IShader::eAlways;
+                               }
+
+                               m_nFlags |= QER_ALPHATEST;
+
+                               RETURN_FALSE_IF_FAIL( Tokeniser_getFloat( tokeniser, m_AlphaRef ) );
+                       }
+                       else if ( string_equal_nocase( token, "cull" ) ) {
+                               const char* cull = tokeniser.getToken();
+
+                               if ( cull == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, cull, "#cull" );
+                                       return false;
+                               }
+
+                               if ( string_equal_nocase( cull, "none" )
+                                        || string_equal_nocase( cull, "twosided" )
+                                        || string_equal_nocase( cull, "disable" ) ) {
+                                       m_Cull = IShader::eCullNone;
+                               }
+                               else if ( string_equal_nocase( cull, "back" )
+                                                 || string_equal_nocase( cull, "backside" )
+                                                 || string_equal_nocase( cull, "backsided" ) ) {
+                                       m_Cull = IShader::eCullBack;
+                               }
+                               else
+                               {
+                                       m_Cull = IShader::eCullBack;
+                               }
+
+                               m_nFlags |= QER_CULL;
+                       }
+                       else if ( string_equal_nocase( token, "surfaceparm" ) ) {
+                               const char* surfaceparm = tokeniser.getToken();
+
+                               if ( surfaceparm == 0 ) {
+                                       Tokeniser_unexpectedError( tokeniser, surfaceparm, "#surfaceparm" );
+                                       return false;
+                               }
+
+                               if ( string_equal_nocase( surfaceparm, "fog" ) ) {
+                                       m_nFlags |= QER_FOG;
+                                       if ( m_fTrans == 1.0f ) { // has not been explicitly set by qer_trans
+                                               m_fTrans = 0.35f;
+                                       }
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "nodraw" ) ) {
+                                       m_nFlags |= QER_NODRAW;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "nonsolid" ) ) {
+                                       m_nFlags |= QER_NONSOLID;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "water" ) ) {
+                                       m_nFlags |= QER_WATER;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "lava" ) ) {
+                                       m_nFlags |= QER_LAVA;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "areaportal" ) ) {
+                                       m_nFlags |= QER_AREAPORTAL;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "playerclip" ) ) {
+                                       m_nFlags |= QER_CLIP;
+                               }
+                               else if ( string_equal_nocase( surfaceparm, "botclip" ) ) {
+                                       m_nFlags |= QER_BOTCLIP;
+                               }
+                       }
+               }
+       }
+
+       return true;
+}
+
+class Layer
 {
-  int i;
-  brush_t *b;
-  brush_t *active_brushes;
-  brush_t *selected_brushes;
-  brush_t *filtered_brushes;
-  qtexture_t **d_qtextures;
-
-  active_brushes = g_DataTable.m_pfnActiveBrushes ();
-  selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
-  filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
-  d_qtextures = g_ShadersTable.m_pfnQTextures ();
-
-  // store the shader names used by the patches
-  for (i = 0; i < PatchShaders.GetSize (); i++)
-    delete static_cast < patchMesh_t * >(PatchShaders.GetAt (i));
-  PatchShaders.RemoveAll ();
-
-  for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
-  {
-    if (b->patchBrush)
-      PushPatch (b->pPatch);
-  }
-  for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
-  {
-    if (b->patchBrush)
-      PushPatch (b->pPatch);
-  }
-  for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
-  {
-    if (b->patchBrush)
-      PushPatch (b->pPatch);
-  }
-
-  // reload shaders
-  // empty the actives shaders list
-  g_ActiveShaders.ReleaseAll ();
-  g_Shaders.ReleaseAll ();
-  // empty the main g_qeglobals.d_qtextures list
-  // FIXME: when we reload later on, we need to have the shader names
-  // for brushes it's stored in the texdef
-  // but patches don't have texdef
-  // see bug 104655 for details
-  // so the solution, build an array of patchMesh_t* and their shader names
-#ifdef _DEBUG
-  Sys_Printf ("FIXME: patch shader reload workaround (old fenris? bug 104655)\n");
-#endif
+public:
+LayerTypeId m_type;
+TextureExpression m_texture;
+BlendFunc m_blendFunc;
+bool m_clampToBorder;
+float m_alphaTest;
+float m_heightmapScale;
+
+Layer() : m_type( LAYER_NONE ), m_blendFunc( BLEND_ONE, BLEND_ZERO ), m_clampToBorder( false ), m_alphaTest( -1 ), m_heightmapScale( 0 ){
+}
+};
+
+std::list<CopiedString> g_shaderFilenames;
+
+void ParseShaderFile( Tokeniser& tokeniser, const char* filename ){
+       g_shaderFilenames.push_back( filename );
+       filename = g_shaderFilenames.back().c_str();
+       tokeniser.nextLine();
+       for (;; )
+       {
+               const char* token = tokeniser.getToken();
+
+               if ( token == 0 ) {
+                       break;
+               }
+
+               if ( string_equal( token, "table" ) ) {
+                       if ( tokeniser.getToken() == 0 ) {
+                               Tokeniser_unexpectedError( tokeniser, 0, "#table-name" );
+                               return;
+                       }
+                       if ( !Tokeniser_parseToken( tokeniser, "{" ) ) {
+                               return;
+                       }
+                       for (;; )
+                       {
+                               const char* option = tokeniser.getToken();
+                               if ( string_equal( option, "{" ) ) {
+                                       for (;; )
+                                       {
+                                               const char* value = tokeniser.getToken();
+                                               if ( string_equal( value, "}" ) ) {
+                                                       break;
+                                               }
+                                       }
+
+                                       if ( !Tokeniser_parseToken( tokeniser, "}" ) ) {
+                                               return;
+                                       }
+                                       break;
+                               }
+                       }
+               }
+               else
+               {
+                       if ( string_equal( token, "guide" ) ) {
+                               parseTemplateInstance( tokeniser, filename );
+                       }
+                       else
+                       {
+                               if ( !string_equal( token, "material" )
+                                        && !string_equal( token, "particle" )
+                                        && !string_equal( token, "skin" ) ) {
+                                       tokeniser.ungetToken();
+                               }
+                               // first token should be the path + name.. (from base)
+                               CopiedString name;
+                               if ( !Tokeniser_parseShaderName( tokeniser, name ) ) {
+                               }
+                               ShaderTemplatePointer shaderTemplate( new ShaderTemplate() );
+                               shaderTemplate->setName( name.c_str() );
+
+                               g_shaders.insert( ShaderTemplateMap::value_type( shaderTemplate->getName(), shaderTemplate ) );
+
+                               bool result = ( g_shaderLanguage == SHADERLANGUAGE_QUAKE3 )
+                                                         ? shaderTemplate->parseQuake3( tokeniser )
+                                                         : shaderTemplate->parseDoom3( tokeniser );
+                               if ( result ) {
+                                       // do we already have this shader?
+                                       if ( !g_shaderDefinitions.insert( ShaderDefinitionMap::value_type( shaderTemplate->getName(), ShaderDefinition( shaderTemplate.get(), ShaderArguments(), filename ) ) ).second ) {
+  #ifdef _DEBUG
+                                               globalOutputStream() << "WARNING: shader " << shaderTemplate->getName() << " is already in memory, definition in " << filename << " ignored.\n";
+  #endif
+                                       }
+                               }
+                               else
+                               {
+                                       globalErrorStream() << "Error parsing shader " << shaderTemplate->getName() << "\n";
+                                       return;
+                               }
+                       }
+               }
+       }
+}
+
+void parseGuideFile( Tokeniser& tokeniser, const char* filename ){
+       tokeniser.nextLine();
+       for (;; )
+       {
+               const char* token = tokeniser.getToken();
+
+               if ( token == 0 ) {
+                       break;
+               }
+
+               if ( string_equal( token, "guide" ) ) {
+                       // first token should be the path + name.. (from base)
+                       ShaderTemplatePointer shaderTemplate( new ShaderTemplate );
+                       shaderTemplate->parseTemplate( tokeniser );
+                       if ( !g_shaderTemplates.insert( ShaderTemplateMap::value_type( shaderTemplate->getName(), shaderTemplate ) ).second ) {
+                               globalErrorStream() << "guide " << makeQuoted( shaderTemplate->getName() ) << ": already defined, second definition ignored\n";
+                       }
+               }
+               else if ( string_equal( token, "inlineGuide" ) ) {
+                       // skip entire inlineGuide definition
+                       std::size_t depth = 0;
+                       for (;; )
+                       {
+                               tokeniser.nextLine();
+                               token = tokeniser.getToken();
+                               if ( string_equal( token, "{" ) ) {
+                                       ++depth;
+                               }
+                               else if ( string_equal( token, "}" ) ) {
+                                       if ( --depth == 0 ) {
+                                               break;
+                                       }
+                               }
+                       }
+               }
+       }
+}
 
-  //GtkWidget *widget = g_QglTable.m_pfn_GetQeglobalsGLWidget ();
-  GHashTable *texmap = g_ShadersTable.m_pfnQTexmap ();
+void LoadShaderFile( const char* filename ){
+       ArchiveTextFile* file = GlobalFileSystem().openTextFile( filename );
 
-  // NOTE: maybe before we'd like to set all qtexture_t in the shaders list to notex?
-  // NOTE: maybe there are some qtexture_t we don't want to erase? For plain color faces maybe?
-  while (*d_qtextures)
-  {
-    qtexture_t *pTex = *d_qtextures;
-    qtexture_t *pNextTex = pTex->next;
+       if ( file != 0 ) {
+               globalOutputStream() << "Parsing shaderfile " << filename << "\n";
 
-    //if (widget != NULL)
-    g_QglTable.m_pfn_qglDeleteTextures (1, &pTex->texture_number);
+               Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser( file->getInputStream() );
 
-    g_hash_table_remove (texmap, pTex->name);
-      
-    // all qtexture_t should be manipulated with the glib alloc handlers for now
-    g_free (pTex);
-    *d_qtextures = pNextTex;
-  }
+               ParseShaderFile( tokeniser, filename );
 
-  g_QglTable.m_pfn_QE_CheckOpenGLForErrors ();
+               tokeniser.release();
+               file->release();
+       }
+       else
+       {
+               globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
+       }
 }
 
-// those functions are only used during a shader reload phase
-// the patch one relies on ShaderNameLookup, a table that is being built only when a flush is performed
-// so it's not something we want to expose publicly
+typedef FreeCaller1<const char*, LoadShaderFile> LoadShaderFileCaller;
 
-void SetShader (patchMesh_t * patch)
-{
-  // unhook current shader
-  patch->pShader->DecRef();
-  // don't access this one! it has been deleted .. it's DEAD
-  patch->d_texture = NULL;
-  // hook the new one, increment the refcount
-  // NOTE TTimo this function increments the refcount, don't incref ourselves
-  patch->pShader = QERApp_Shader_ForName (ShaderNameLookup (patch));
-  patch->d_texture = patch->pShader->getTexture ();
+
+void loadGuideFile( const char* filename ){
+       StringOutputStream fullname( 256 );
+       fullname << "guides/" << filename;
+       ArchiveTextFile* file = GlobalFileSystem().openTextFile( fullname.c_str() );
+
+       if ( file != 0 ) {
+               globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
+
+               Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser( file->getInputStream() );
+
+               parseGuideFile( tokeniser, fullname.c_str() );
+
+               tokeniser.release();
+               file->release();
+       }
+       else
+       {
+               globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
+       }
 }
 
-void SetShader (face_t * f)
-{
-  // unhook current shader
-  f->pShader->DecRef();
-  // don't access the texdef! it's DEAD
-  f->d_texture = NULL;
-  // hook
-  // NOTE TTimo this function increments the refcount, don't incref ourselves
-  f->pShader = QERApp_Shader_ForName (f->texdef.GetName());
-  f->d_texture = f->pShader->getTexture ();
+typedef FreeCaller1<const char*, loadGuideFile> LoadGuideFileCaller;
+
+
+CShader* Try_Shader_ForName( const char* name ){
+       {
+               shaders_t::iterator i = g_ActiveShaders.find( name );
+               if ( i != g_ActiveShaders.end() ) {
+                       return ( *i ).second;
+               }
+       }
+       // active shader was not found
+
+       // find matching shader definition
+       ShaderDefinitionMap::iterator i = g_shaderDefinitions.find( name );
+       if ( i == g_shaderDefinitions.end() ) {
+               // shader definition was not found
+
+               // create new shader definition from default shader template
+               ShaderTemplatePointer shaderTemplate( new ShaderTemplate() );
+               shaderTemplate->CreateDefault( name );
+               g_shaderTemplates.insert( ShaderTemplateMap::value_type( shaderTemplate->getName(), shaderTemplate ) );
+
+               i = g_shaderDefinitions.insert( ShaderDefinitionMap::value_type( name, ShaderDefinition( shaderTemplate.get(), ShaderArguments(), "" ) ) ).first;
+       }
+
+       // create shader from existing definition
+       ShaderPointer pShader( new CShader( ( *i ).second ) );
+       pShader->setName( name );
+       g_ActiveShaders.insert( shaders_t::value_type( name, pShader ) );
+       g_ActiveShadersChangedNotify();
+       return pShader;
 }
 
-void Brush_RefreshShader(brush_t *b)
-{
-  if (b->patchBrush)
-    SetShader(b->pPatch);
-  else if (b->owner->eclass->fixedsize)
-  {
-    /*eclass_t *eclass = HasModel(b);
-    if (eclass)
-    {
-      for(entitymodel *model = eclass->model; model!=NULL; model=model->pNext)
-        if(model && model->strSkin)
-          model->nTextureBind = g_FuncTable.m_pfnTexture_LoadSkin(((GString *)model->strSkin)->str, &model->nSkinWidth, &model->nSkinHeight);
-    }*/
-  }
-  else
-               for (face_t *f=b->brush_faces ; f ; f=f->next)
-                       SetShader(f);
-}
-
-void WINAPI QERApp_ReloadShaders ()
-{
-  brush_t *b;
-  brush_t *active_brushes;
-  brush_t *selected_brushes;
-  brush_t *filtered_brushes;
-
-  QERApp_FreeShaders ();
-
-  g_DataTable.m_pfnLstSkinCache()->RemoveAll(); //md3 skins
-
-  active_brushes = g_DataTable.m_pfnActiveBrushes ();
-  selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
-  filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
-
-  // now we must reload the shader information from shaderfiles
-  g_ShadersTable.m_pfnBuildShaderList();
-  g_ShadersTable.m_pfnPreloadShaders();
-
-  // refresh the map visuals: replace our old shader objects by the new ones
-  // on brush faces we have the shader name in texdef.name
-  // on patches we have the shader name in PatchShaders
-  // while we walk through the map data, we DecRef the old shaders and push the new ones in
-  // if all goes well, most of our old shaders will get deleted on the way
-
-  // FIXME: bug 104655, when we come accross a patch, we use the above array since the d_texture is lost
-  // NOTE: both face_t and patchMesh_t store pointers to the shader and qtexture_t
-  // in an ideal world they would only store shader and access the qtexture_t through it
-  // reassign all current shaders
-  for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
-    Brush_RefreshShader(b);
-  for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
-    Brush_RefreshShader(b);
-  // do that to the filtered brushes as well (we might have some region compiling going on)
-  for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
-    Brush_RefreshShader(b);
-}
-
-int WINAPI QERApp_LoadShadersFromDir (const char *path)
-{
-  int count = 0;
-  // scan g_Shaders, and call QERApp_Shader_ForName for each in the given path
-  // this will load the texture if needed and will set it in use..
-  int nSize = g_Shaders.GetSize ();
-  for (int i = 0; i < nSize; i++)
-  {
-    CShader *pShader = reinterpret_cast < CShader * >(g_Shaders[i]);
-    if (strstr (pShader->getShaderFileName (), path) || strstr (pShader->getName (), path))
-    {
-      count++;
-      // request the shader, this will load the texture if needed and set "inuse"
-      //++timo FIXME: should we put an Activate member on CShader?
-      // this QERApp_Shader_ForName call is a kind of hack
-      IShader *pFoo = QERApp_Shader_ForName (pShader->getName ());
-#ifdef _DEBUG
-      // check we activated the right shader
-      // NOTE: if there was something else loaded, the size of g_Shaders may have changed and strange behaviours are to be expected
-      if (pFoo != pShader)
-       Sys_Printf ("WARNING: unexpected pFoo != pShader in QERApp_LoadShadersFromDir\n");
-#else
-      pFoo = NULL;             // leo: shut up the compiler
-#endif
-    }
-  }
-  return count;
+IShader *Shader_ForName( const char *name ){
+       ASSERT_NOTNULL( name );
+
+       IShader *pShader = Try_Shader_ForName( name );
+       pShader->IncRef();
+       return pShader;
 }
 
-bool CShader::Parse ()
-{
-  char *token = g_ScripLibTable.m_pfnToken ();
-
-  // the parsing needs to be taken out in another module
-//  Sys_Printf("TODO: CShader::Parse\n");
-
-  // token is shader name (full path with a "textures\")
-  // we remove the "textures\" part
-  //setName ((char *) &token[9]));
-       // no we don't
-       setName (token);
-  // name of the qtexture_t we'll use to represent this shader (this one has the "textures\" before)
-  const char *stdName = QERApp_CleanTextureName (token);
-  m_strTextureName = stdName; // FIXME: BC reports stdName is uninitialised?
-  g_ScripLibTable.m_pfnGetToken (true);
-  if (strcmp (token, "{"))
-    return false;
-  else
-  {
-    // we need to read until we hit a balanced }
-    int nMatch = 1;
-    while (nMatch > 0 && g_ScripLibTable.m_pfnGetToken (true))
-    {
-      if (strcmp (token, "{") == 0)
-      {
-       nMatch++;
-        continue;
-      }
-      else if (strcmp (token, "}") == 0)
-      {
-       nMatch--;
-        continue;
-      }
-      if (nMatch > 1) continue; // ignore layers for now
-      if (strcmpi (token, "qer_nocarve") == 0)
-      {
-       m_nFlags |= QER_NOCARVE;
-      }
-      else if (strcmpi (token, "qer_trans") == 0)
-      {
-             if (g_ScripLibTable.m_pfnGetToken (true))
-             {
-               m_fTrans = (float) atof (token);
-             }
-             m_nFlags |= QER_TRANS;
-      }
-      else if (strcmpi (token, "qer_editorimage") == 0)
-      {
-             if (g_ScripLibTable.m_pfnGetToken (true))
-             {
-          // bAddTexture changed to false to allow editorimages in other locations than "textures/"
-               m_strTextureName = QERApp_CleanTextureName (token, false);
-             }
-      }
-      else if (strcmpi (token, "qer_alphafunc") == 0)
-      {
-             if (g_ScripLibTable.m_pfnGetToken (true))
-             {
-          
-          if(stricmp( token, "greater" ) == 0 )
-          {
-                 m_nAlphaFunc = GL_GREATER;
-          }
-          else if(stricmp( token, "less" ) == 0 )
-          {
-            m_nAlphaFunc = GL_LESS;
-          }
-          else if(stricmp( token, "gequal" ) == 0 )
-          {
-            m_nAlphaFunc = GL_GEQUAL;
-          }
-
-          if( m_nAlphaFunc )
-            m_nFlags |= QER_ALPHAFUNC;
-             }
-        if (g_ScripLibTable.m_pfnGetToken (true))
-             {
-               m_fAlphaRef = (float) atof (token);
-             }
-      }
-      else if (strcmpi (token, "cull") == 0)
-      {
-        if (g_ScripLibTable.m_pfnGetToken (true))
-             {
-          if( stricmp( token, "none" ) == 0 || stricmp( token, "twosided" ) == 0 || stricmp( token, "disable" ) == 0 )
-          {
-                 m_nCull = 2;
-          }
-          else if( stricmp( token, "back" ) == 0 || stricmp( token, "backside" ) == 0 || stricmp( token, "backsided" ) == 0 )
-          {
-                 m_nCull = 1;
-          }
-
-          if( m_nCull )
-             m_nFlags |= QER_CULL;
-        }
-      }
-      else if (strcmpi (token, "surfaceparm") == 0)
-      {
-             if (g_ScripLibTable.m_pfnGetToken (true))
-             {
-               if (strcmpi (token, "fog") == 0)
-               {
-            m_nFlags |= QER_FOG;
-                 if (m_fTrans == 1.0f) // has not been explicitly set by qer_trans
-                 {
-                   m_fTrans = 0.35f;
-                 }
-               }
-          else if (strcmpi (token, "nodraw") == 0)
-          {
-            m_nFlags |= QER_NODRAW;
-          }
-          else if (strcmpi (token, "nonsolid") == 0)
-          {
-            m_nFlags |= QER_NONSOLID;
-          }
-          else if (strcmpi (token, "water") == 0)
-          {
-            m_nFlags |= QER_WATER;
-          }
-          else if (strcmpi (token, "lava") == 0)
-          {
-            m_nFlags |= QER_LAVA;
-          }
-             }
-      }
-    }
-    if (nMatch != 0)
-      return false;
-  }
-  return true;
-}
-
-void CShader::RegisterActivate ()
-{
-  // fill the qtexture_t with shader information
-  //++timo FIXME: a lot of that won't be necessary, will be stored at IShader* level
-//  strcpy (m_pTexture->shadername, m_Name);
-  // this flag is set only if we have a shaderfile name
-//  if (m_ShaderFileName[0] != '\0')
-//    m_pTexture->bFromShader = true;
-//  else
-//    m_pTexture->bFromShader = false;
-  //++timo FIXME: what do we do with that?
-  //m_pTexture->fTrans = pInfo->m_fTransValue;
-//  m_pTexture->fTrans = 1.0f; // if != 1.0 it's ot getting drawn in Cam_Draw
-//  m_pTexture->nShaderFlags = m_nFlags;
-  // store in the active shaders list (if necessary)
-  g_ActiveShaders.AddSingle (this);
-  // when you activate a shader, it gets displayed in the texture browser
-  m_bDisplayed = true;
-  IncRef ();
-}
-
-void CShader::Try_Activate ()
-{
-  m_pTexture = QERApp_Try_Texture_ForName (m_strTextureName.GetBuffer());
-  if (m_pTexture)
-    RegisterActivate ();
+
+
+
+// the list of scripts/*.shader files we need to work with
+// those are listed in shaderlist file
+GSList *l_shaderfiles = 0;
+
+GSList* Shaders_getShaderFileList(){
+       return l_shaderfiles;
 }
 
-// Hydra: now returns false if the ORIGINAL shader could not be activated
-// (missing texture, or incorrect shader script), true otherwise
-// the shader is still activated in all cases.
-bool CShader::Activate ()
-{
-  Try_Activate ();
-  if (!m_pTexture)
-  {
-    m_pTexture = QERApp_Texture_ForName2 (SHADER_NOTEX);
-    RegisterActivate ();
-    return false;
-  }
-  return true;
+/*
+   ==================
+   DumpUnreferencedShaders
+   usefull function: dumps the list of .shader files that are not referenced to the console
+   ==================
+ */
+void IfFound_dumpUnreferencedShader( bool& bFound, const char* filename ){
+       bool listed = false;
+
+       for ( GSList* sh = l_shaderfiles; sh != 0; sh = g_slist_next( sh ) )
+       {
+               if ( !strcmp( (char*)sh->data, filename ) ) {
+                       listed = true;
+                       break;
+               }
+       }
+
+       if ( !listed ) {
+               if ( !bFound ) {
+                       bFound = true;
+                       globalOutputStream() << "Following shader files are not referenced in any shaderlist.txt:\n";
+               }
+               globalOutputStream() << "\t" << filename << "\n";
+       }
 }
+typedef ReferenceCaller1<bool, const char*, IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
 
-void WINAPI QERApp_LoadShaderFile (const char *filename)
-{
-  char *pBuff;
-  int nSize = vfsLoadFile (filename, reinterpret_cast < void **>(&pBuff), 0);
-  if (nSize > 0)
-  {
-    Sys_Printf ("Parsing shaderfile %s\n", filename);
-    g_ScripLibTable.m_pfnStartTokenParsing (pBuff);
-    while (g_ScripLibTable.m_pfnGetToken (true))
-    {
-      // first token should be the path + name.. (from base)
-      CShader *pShader = new CShader ();
-      // we want the relative filename only, it's easier for later lookup .. see QERApp_ReloadShaderFile
-      char cTmp[1024];
-      g_FuncTable.m_pfnQE_ConvertDOSToUnixName (cTmp, filename);
-      // given the vfs, we should not store the full path
-      //pShader->setShaderFileName( filename + strlen(ValueForKey(g_qeglobals.d_project_entity, "basepath")));
-      pShader->setShaderFileName (filename);
-      if (pShader->Parse ())
-      {
-             // do we already have this shader?
-             //++timo NOTE: this may a bit slow, we may need to use a map instead of a dumb list
-             if (g_Shaders.Shader_ForName (pShader->getName ()) != NULL)
-             {
-#ifdef _DEBUG
-               Sys_Printf ("WARNING: shader %s is already in memory, definition in %s ignored.\n",
-                           pShader->getName (), filename);
-#endif
-               delete pShader;
-             }
-             else
-             {
-               pShader->IncRef ();
-
-               g_Shaders.Add ((void *) pShader);
-             }
-      }
-      else
-      {
-             Sys_Printf ("Error parsing shader %s\n", pShader->getName ());
-             delete pShader;
-      }
-    }
-    vfsFreeFile (pBuff);
-  }
-  else
-  {
-    Sys_Printf ("Unable to read shaderfile %s\n", filename);
-  }
-}
-
-IShader *WINAPI QERApp_Try_Shader_ForName (const char *name)
-{
-  // look for the shader
-  CShader *pShader = g_Shaders.Shader_ForName (name);
-  if (!pShader)
-    // not found
-    return NULL;
-  // we may need to load the texture or use the "shader without texture" one
-  pShader->Activate ();
-  pShader->SetDisplayed (true);
-  return pShader;
-}
-
-IShader *WINAPI QERApp_CreateShader_ForTextureName (const char *name)
-{
-  CShader *pShader;
-  pShader = new CShader;
-  // CreateDefault expects a texture / shader name relative to the "textures" directory
-  // (cause shader names are reletive to "textures/")
-  pShader->CreateDefault (name);
-  // hook it into the shader list
-  g_Shaders.Add ((void *) pShader);
-  pShader->IncRef ();
-  // if it can't find the texture, SHADER_NOT_FOUND will be used
-  // Hydra: display an error message, so the user can quickly find a list of missing
-  // textures by looking at the console.
-  if (!pShader->Activate ())
-  {
-    Sys_Printf ("WARNING: Activate shader failed for %s\n",pShader->getName());
-  }
-  pShader->SetDisplayed (true);
-  
-  return pShader;
-}
-
-IShader *WINAPI QERApp_Shader_ForName (const char *name)
-{
-  if (name == NULL || strlen (name) == 0)
-  {
-    // Hydra: This error can occur if the user loaded a map with/dropped an entity that
-    // did not set a texture name "(r g b)" - check the entity definition loader
-
-    g_FuncTable.m_pfnSysFPrintf (SYS_ERR, "FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName\n");
-    return QERApp_Shader_ForName (SHADER_NOT_FOUND);
-  }
-  // entities that should be represented with plain colors instead of textures
-  // request a texture name with (r g b) (it's stored in their class_t)
-  if (name[0] == '(')
-  {
-    return QERApp_ColorShader_ForName (name);
-  }
-
-  CShader *pShader = static_cast < CShader * >(QERApp_Try_Shader_ForName (name));
-  if (pShader)
-  {
-    pShader->SetDisplayed (true);
-    return pShader;
-  }
-  return QERApp_CreateShader_ForTextureName (name);
-}
-
-qtexture_t *WINAPI QERApp_Try_Texture_ForName (const char *name)
-{
-  qtexture_t *q;
-//  char f1[1024], f2[1024];
-  unsigned char *pPixels = NULL;
-  int nWidth, nHeight;
-
-  // convert the texture name to the standard format we use in qtexture_t
-  const char *stdName = QERApp_CleanTextureName (name);
-
-  // use the hash table
-  q = (qtexture_t*)g_hash_table_lookup (g_ShadersTable.m_pfnQTexmap (), stdName);
-  if (q)
-    return q;
-
-#ifdef QTEXMAP_DEBUG
-  for (q = g_qeglobals.d_qtextures; q; q = q->next)
-  {
-    if (!strcmp (stdName, q->name))
-    {
-      Sys_Printf ("ERROR: %s is not in texture map, but was found in texture list\n");
-      return q;
-    }
-  }
-#endif
+void DumpUnreferencedShaders(){
+       bool bFound = false;
+       GlobalFileSystem().forEachFile( g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller( bFound ) );
+}
 
-  g_FuncTable.m_pfnLoadImage (name, &pPixels, &nWidth, &nHeight);
-  
-  if (!pPixels)
-    return NULL; // we failed
-  else
-    Sys_Printf ("LOADED: %s\n", name);
-
-  // instanciate a new qtexture_t
-  // NOTE: when called by a plugin we must make sure we have set Radiant's GL context before binding the texture
-
-  // we'll be binding the GL texture now
-  // need to check we are using a right GL context
-  // with GL plugins that have their own window, the GL context may be the plugin's, in which case loading textures will bug
-  //  g_QglTable.m_pfn_glwidget_make_current (g_QglTable.m_pfn_GetQeglobalsGLWidget ());
-  q = g_FuncTable.m_pfnLoadTextureRGBA (pPixels, nWidth, nHeight);
-  if (!q)
-    return NULL;
-  g_free (pPixels);
-
-  strcpy (q->name, name);
-  // only strip extension if extension there is!
-  if (q->name[strlen (q->name) - 4] == '.')
-    q->name[strlen (q->name) - 4] = '\0';
-  // hook into the main qtexture_t list
-  qtexture_t **d_qtextures = g_ShadersTable.m_pfnQTextures ();
-  q->next = *d_qtextures;
-  *d_qtextures = q;
-  // push it in the map
-  g_hash_table_insert (g_ShadersTable.m_pfnQTexmap (), q->name, q);
-  return q;
-}
-
-int WINAPI QERApp_HasShader (const char *pName)
-{
-  //  mickey check the global shader array for existense of pName
-  CShader *pShader = g_Shaders.Shader_ForName (pName);
-  if (pShader)
-    return 1;
-  return 0;
+void ShaderList_addShaderFile( const char* dirstring ){
+       bool found = false;
+
+       for ( GSList* tmp = l_shaderfiles; tmp != 0; tmp = tmp->next )
+       {
+               if ( string_equal_nocase( dirstring, (char*)tmp->data ) ) {
+                       found = true;
+                       globalOutputStream() << "duplicate entry \"" << (char*)tmp->data << "\" in shaderlist.txt\n";
+                       break;
+               }
+       }
+
+       if ( !found ) {
+               l_shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
+       }
 }
 
-IShader *WINAPI QERApp_Shader_ForName_NoLoad (const char *pName)
-{
-  CShader *pShader = g_Shaders.Shader_ForName (pName);
-  return pShader;
+typedef FreeCaller1<const char*, ShaderList_addShaderFile> AddShaderFileCaller;
+
+
+/*
+   ==================
+   BuildShaderList
+   build a CStringList of shader names
+   ==================
+ */
+void BuildShaderList( TextInputStream& shaderlist ){
+       Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser( shaderlist );
+       tokeniser.nextLine();
+       const char* token = tokeniser.getToken();
+       StringOutputStream shaderFile( 64 );
+       while ( token != 0 )
+       {
+               // each token should be a shader filename
+               shaderFile << token << "." << g_shadersExtension;
+
+               ShaderList_addShaderFile( shaderFile.c_str() );
+
+               tokeniser.nextLine();
+               token = tokeniser.getToken();
+
+               shaderFile.clear();
+       }
+       tokeniser.release();
 }
 
-/*!
-This should NEVER return NULL, it is the last-chance call in the load cascade
-*/
-qtexture_t *WINAPI QERApp_Texture_ForName2 (const char *filename)
-{
-  qtexture_t *q;
-  q = QERApp_Try_Texture_ForName (filename);
-  if (q)
-    return q;
-  // not found? use "texture not found"
-  q = QERApp_Try_Texture_ForName (SHADER_NOT_FOUND);
-  if (q)
-    return q;
+void FreeShaderList(){
+       while ( l_shaderfiles != 0 )
+       {
+               free( l_shaderfiles->data );
+               l_shaderfiles = g_slist_remove( l_shaderfiles, l_shaderfiles->data );
+       }
+}
 
-  // still not found? this is a fatal error
-  g_FuncTable.m_pfnError("Failed to load " SHADER_NOT_FOUND ". Looks like your installation is broken / missing some essential elements.");
-  return NULL;
+void ShaderList_addFromArchive( const char *archivename ){
+       const char *shaderpath = GlobalRadiant().getGameDescriptionKeyValue( "shaderpath" );
+       if ( string_empty( shaderpath ) ) {
+               return;
+       }
+
+       StringOutputStream shaderlist( 256 );
+       shaderlist << DirectoryCleaned( shaderpath ) << "shaderlist.txt";
+
+       Archive *archive = GlobalFileSystem().getArchive( archivename, false );
+       if ( archive ) {
+               ArchiveTextFile *file = archive->openTextFile( shaderlist.c_str() );
+               if ( file ) {
+                       globalOutputStream() << "Found shaderlist.txt in " << archivename << "\n";
+                       BuildShaderList( file->getInputStream() );
+                       file->release();
+               }
+       }
 }
 
-void CShader::CreateColor (const char *name)
-{
-  // parse
-  sscanf (name, "(%g %g %g)", m_vColor, m_vColor + 1, m_vColor + 2);
-  m_strTextureName = name;
-  setName ("color");
-  // create the qtexture_t
-  qtexture_t *q1 = QERApp_Texture_ForName2 (SHADER_NOT_FOUND);
-  // copy this one
-  qtexture_t *q2 = new qtexture_t;
-  memcpy (q2, q1, sizeof (qtexture_t));
-  strcpy (q2->name, m_strTextureName.GetBuffer ());
-  VectorCopy (m_vColor, q2->color);
-  m_pTexture = q2;
-}
-
-IShader *WINAPI QERApp_ColorShader_ForName (const char *name)
-{
-  CShader *pShader = new CShader ();
-  pShader->CreateColor (name);
-  // hook it into the shader list
-  pShader->IncRef ();
-  g_Shaders.Add ((void *) pShader);
-  return pShader;
+typedef FreeCaller1<const char *, ShaderList_addFromArchive> AddShaderListFromArchiveCaller;
+
+#include "stream/filestream.h"
+
+bool shaderlist_findOrInstall( const char* enginePath, const char* toolsPath, const char* shaderPath, const char* gamename ){
+       StringOutputStream absShaderList( 256 );
+       absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
+       if ( file_exists( absShaderList.c_str() ) ) {
+               return true;
+       }
+       {
+               StringOutputStream directory( 256 );
+               directory << enginePath << gamename << '/' << shaderPath;
+               if ( !file_exists( directory.c_str() ) && !Q_mkdir( directory.c_str() ) ) {
+                       return false;
+               }
+       }
+       {
+               StringOutputStream defaultShaderList( 256 );
+               defaultShaderList << toolsPath << gamename << '/' << "default_shaderlist.txt";
+               if ( file_exists( defaultShaderList.c_str() ) ) {
+                       return file_copy( defaultShaderList.c_str(), absShaderList.c_str() );
+               }
+       }
+       return false;
 }
 
-void CShaderArray::ReleaseForShaderFile (const char *name)
-{
-  int i;
-  // decref
-  for (i = 0; i < CPtrArray::GetSize (); i++)
-  {
-    IShader *pShader = static_cast < IShader * >(CPtrArray::GetAt (i));
-    if (!strcmp (name, pShader->getShaderFileName ()))
-    {
-      pShader->DecRef ();
-      CPtrArray::RemoveAt (i);
-      i--;                     // get ready for next loop
-    }
-  }
-}
-
-void WINAPI QERApp_ReloadShaderFile (const char *name)
-{
-  brush_t *b;
-  face_t *f;
-  brush_t *active_brushes;
-  brush_t *selected_brushes;
-  brush_t *filtered_brushes;
-
-//  Sys_Printf("TODO: QERApp_ReloadShaderFile\n");
-
-  active_brushes = g_DataTable.m_pfnActiveBrushes ();
-  selected_brushes = g_DataTable.m_pfnSelectedBrushes ();
-  filtered_brushes = g_DataTable.m_pfnFilteredBrushes ();
-
-#ifdef _DEBUG
-  // check the shader name is a reletive path
-  // I hacked together a few quick tests to make sure :-)
-  if (strstr (name, ":\\") || !strstr (name, "scripts"))
-    Sys_Printf ("WARNING: is %s a reletive path to a shader file? (QERApp_ReloadShaderFile\n");
-#endif
+void Shaders_Load(){
+       if ( g_shaderLanguage == SHADERLANGUAGE_QUAKE4 ) {
+               GlobalFileSystem().forEachFile( "guides/", "guide", LoadGuideFileCaller(), 0 );
+       }
 
-  // in the actives and global shaders lists, decref and unhook the shaders
-  //++timo NOTE: maybe we'd like to keep track of the shaders we are unhooking?
-  g_ActiveShaders.ReleaseForShaderFile (name);
-  g_Shaders.ReleaseForShaderFile (name);
-  // go through a reload of the shader file
-  QERApp_LoadShaderFile (name);
-  // scan all the brushes, replace all the old ones by refs to their new equivalents
-  for (b = active_brushes->next; b != NULL && b != active_brushes; b = b->next)
-  {
-    if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
-      SetShader (b->pPatch);
-    else
-      for (f = b->brush_faces; f; f = f->next)
-       if (!strcmp (f->pShader->getShaderFileName (), name))
-         SetShader (f);
-  }
-  for (b = selected_brushes->next; b != NULL && b != selected_brushes; b = b->next)
-  {
-    if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
-      SetShader (b->pPatch);
-    else
-      for (f = b->brush_faces; f; f = f->next)
-       if (!strcmp (f->pShader->getShaderFileName (), name))
-         SetShader (f);
-  }
-  // do that to the filtered brushes as well (we might have some region compiling going on)
-  for (b = filtered_brushes->next; b != NULL && b != filtered_brushes; b = b->next)
-  {
-    if (b->patchBrush && !strcmp (b->pPatch->pShader->getShaderFileName (), name))
-      SetShader (b->pPatch);
-    else
-      for (f = b->brush_faces; f; f = f->next)
-       if (!strcmp (f->pShader->getShaderFileName (), name))
-         SetShader (f);
-  }
-  // call Texture_ShowInUse to clean and display only what's required
-  g_ShadersTable.m_pfnTexture_ShowInuse ();
-  QERApp_SortActiveShaders ();
-  g_FuncTable.m_pfnSysUpdateWindows (W_TEXTURE);
-}
-
-void CShaderArray::SetDisplayed (bool b)
-{
-  int i, count;
-  count = CPtrArray::GetSize ();
-  for (i = 0; i < count; i++)
-    static_cast < IShader * >(CPtrArray::GetAt (i))->SetDisplayed (b);
+       const char* shaderPath = GlobalRadiant().getGameDescriptionKeyValue( "shaderpath" );
+       if ( !string_empty( shaderPath ) ) {
+               StringOutputStream path( 256 );
+               path << DirectoryCleaned( shaderPath );
+
+               if ( g_useShaderList ) {
+                       // preload shader files that have been listed in shaderlist.txt
+                       const char* basegame = GlobalRadiant().getRequiredGameDescriptionKeyValue( "basegame" );
+                       const char* gamename = GlobalRadiant().getGameName();
+                       const char* enginePath = GlobalRadiant().getEnginePath();
+                       const char* toolsPath = GlobalRadiant().getGameToolsPath();
+
+                       bool isMod = !string_equal( basegame, gamename );
+
+                       if ( !isMod || !shaderlist_findOrInstall( enginePath, toolsPath, path.c_str(), gamename ) ) {
+                               gamename = basegame;
+                               shaderlist_findOrInstall( enginePath, toolsPath, path.c_str(), gamename );
+                       }
+
+                       GlobalFileSystem().forEachArchive( AddShaderListFromArchiveCaller(), false, true );
+                       DumpUnreferencedShaders();
+               }
+               else
+               {
+                       GlobalFileSystem().forEachFile( path.c_str(), g_shadersExtension, AddShaderFileCaller(), 0 );
+               }
+
+               GSList *lst = l_shaderfiles;
+               StringOutputStream shadername( 256 );
+               while ( lst )
+               {
+                       shadername << path.c_str() << reinterpret_cast<const char*>( lst->data );
+                       LoadShaderFile( shadername.c_str() );
+                       shadername.clear();
+                       lst = lst->next;
+               }
+       }
+
+       //StringPool_analyse(ShaderPool::instance());
 }
 
-void CShaderArray::SetInUse (bool b)
-{
-  int i, count;
-  count = CPtrArray::GetSize ();
-  for (i = 0; i < count; i++)
-    static_cast < IShader * >(CPtrArray::GetAt (i))->SetInUse (b);
+void Shaders_Free(){
+       FreeShaders();
+       FreeShaderList();
+       g_shaderFilenames.clear();
 }
 
-// Set the IsDisplayed flag on all active shaders
-void WINAPI QERApp_ActiveShaders_SetDisplayed (bool b)
-{
-  g_ActiveShaders.SetDisplayed (b);
+ModuleObservers g_observers;
+
+std::size_t g_shaders_unrealised = 1; // wait until filesystem and is realised before loading anything
+bool Shaders_realised(){
+       return g_shaders_unrealised == 0;
+}
+void Shaders_Realise(){
+       if ( --g_shaders_unrealised == 0 ) {
+               Shaders_Load();
+               g_observers.realise();
+       }
+}
+void Shaders_Unrealise(){
+       if ( ++g_shaders_unrealised == 1 ) {
+               g_observers.unrealise();
+               Shaders_Free();
+       }
 }
 
-void WINAPI QERApp_ActiveShaders_SetInUse (bool b)
+void Shaders_Refresh(){
+       Shaders_Unrealise();
+       Shaders_Realise();
+}
+
+class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver
 {
-  g_ActiveShaders.SetInUse (b);
+public:
+void realise(){
+       Shaders_Realise();
+}
+void unrealise(){
+       Shaders_Unrealise();
+}
+void refresh(){
+       Shaders_Refresh();
+}
+
+IShader* getShaderForName( const char* name ){
+       return Shader_ForName( name );
 }
 
-// =============================================================================
-// SYNAPSE
+void foreachShaderName( const ShaderNameCallback& callback ){
+       for ( ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i )
+       {
+               callback( ( *i ).first.c_str() );
+       }
+}
 
-bool CSynapseClientShaders::RequestAPI(APIDescriptor_t *pAPI)
-{
-  if (!strcmp(pAPI->major_name, SHADERS_MAJOR))
-  {
-    _QERShadersTable* pTable= static_cast<_QERShadersTable*>(pAPI->mpTable);
-    
-    pTable->m_pfnFreeShaders = QERApp_FreeShaders;
-    pTable->m_pfnReloadShaders = QERApp_ReloadShaders;
-    pTable->m_pfnLoadShadersFromDir = QERApp_LoadShadersFromDir;
-    pTable->m_pfnReloadShaderFile = QERApp_ReloadShaderFile;
-    pTable->m_pfnLoadShaderFile = QERApp_LoadShaderFile;
-    pTable->m_pfnHasShader = QERApp_HasShader;
-    pTable->m_pfnTry_Shader_ForName = QERApp_Try_Shader_ForName;
-    pTable->m_pfnShader_ForName = QERApp_Shader_ForName;
-    pTable->m_pfnTry_Texture_ForName = QERApp_Try_Texture_ForName;
-    pTable->m_pfnTexture_ForName = QERApp_Texture_ForName2;
-    pTable->m_pfnGetActiveShaderCount = QERApp_GetActiveShaderCount;
-    pTable->m_pfnColorShader_ForName = QERApp_ColorShader_ForName;
-    pTable->m_pfnShader_ForName_NoLoad = QERApp_Shader_ForName_NoLoad;
-    pTable->m_pfnActiveShaders_SetInUse = QERApp_ActiveShaders_SetInUse;
-    pTable->m_pfnSortActiveShaders = QERApp_SortActiveShaders;
-    pTable->m_pfnActiveShader_ForTextureName = QERApp_ActiveShader_ForTextureName;
-    pTable->m_pfnCreateShader_ForTextureName = QERApp_CreateShader_ForTextureName;
-    pTable->m_pfnActiveShaders_SetDisplayed = QERApp_ActiveShaders_SetDisplayed;
-    pTable->m_pfnActiveShader_ForIndex = QERApp_ActiveShader_ForIndex;
-    pTable->m_pfnCleanTextureName = QERApp_CleanTextureName;    
-    
-    return true;
-  }
-
-  Syn_Printf("ERROR: RequestAPI( '%s' ) not found in '%s'\n", pAPI->major_name, GetInfo());
-  return false;
+void beginActiveShadersIterator(){
+       ActiveShaders_IteratorBegin();
+}
+bool endActiveShadersIterator(){
+       return ActiveShaders_IteratorAtEnd();
+}
+IShader* dereferenceActiveShadersIterator(){
+       return ActiveShaders_IteratorCurrent();
+}
+void incrementActiveShadersIterator(){
+       ActiveShaders_IteratorIncrement();
+}
+void setActiveShadersChangedNotify( const Callback& notify ){
+       g_ActiveShadersChangedNotify = notify;
+}
+
+void attach( ModuleObserver& observer ){
+       g_observers.attach( observer );
+}
+void detach( ModuleObserver& observer ){
+       g_observers.detach( observer );
+}
+
+void setLightingEnabled( bool enabled ){
+       if ( CShader::m_lightingEnabled != enabled ) {
+               for ( shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i )
+               {
+                       ( *i ).second->unrealiseLighting();
+               }
+               CShader::m_lightingEnabled = enabled;
+               for ( shaders_t::const_iterator i = g_ActiveShaders.begin(); i != g_ActiveShaders.end(); ++i )
+               {
+                       ( *i ).second->realiseLighting();
+               }
+       }
+}
+
+const char* getTexturePrefix() const {
+       return g_texturePrefix;
+}
+};
+
+Quake3ShaderSystem g_Quake3ShaderSystem;
+
+ShaderSystem& GetShaderSystem(){
+       return g_Quake3ShaderSystem;
+}
+
+void Shaders_Construct(){
+       GlobalFileSystem().attach( g_Quake3ShaderSystem );
+}
+void Shaders_Destroy(){
+       GlobalFileSystem().detach( g_Quake3ShaderSystem );
+
+       if ( Shaders_realised() ) {
+               Shaders_Free();
+       }
 }