+typedef struct q3shaderinfo_layer_rgbgen_s
+{
+ q3rgbgen_t rgbgen;
+ float parms[Q3RGBGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_rgbgen_t;
+
+typedef struct q3shaderinfo_layer_alphagen_s
+{
+ q3alphagen_t alphagen;
+ float parms[Q3ALPHAGEN_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_alphagen_t;
+
+typedef struct q3shaderinfo_layer_tcgen_s
+{
+ q3tcgen_t tcgen;
+ float parms[Q3TCGEN_MAXPARMS];
+}
+q3shaderinfo_layer_tcgen_t;
+
+typedef struct q3shaderinfo_layer_tcmod_s
+{
+ q3tcmod_t tcmod;
+ float parms[Q3TCMOD_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_layer_tcmod_t;
+
+typedef struct q3shaderinfo_layer_s
+{
+ int alphatest;
+ int clampmap;
+ float framerate;
+ int numframes;
+ int texflags;
+ char** texturename;
+ int blendfunc[2];
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+}
+q3shaderinfo_layer_t;
+
+typedef struct q3shaderinfo_deform_s
+{
+ q3deform_t deform;
+ float parms[Q3DEFORM_MAXPARMS];
+ q3wavefunc_t wavefunc;
+ float waveparms[Q3WAVEPARMS];
+}
+q3shaderinfo_deform_t;
+
+typedef enum dpoffsetmapping_technique_s
+{
+ OFFSETMAPPING_OFF, // none
+ OFFSETMAPPING_DEFAULT, // cvar-set
+ OFFSETMAPPING_LINEAR, // linear
+ OFFSETMAPPING_RELIEF // relief
+}dpoffsetmapping_technique_t;
+
+
+typedef struct q3shaderinfo_s
+{
+ char name[Q3PATHLENGTH];
+#define Q3SHADERINFO_COMPARE_START surfaceparms
+ int surfaceparms;
+ int textureflags;
+ int numlayers;
+ qboolean lighting;
+ qboolean vertexalpha;
+ qboolean textureblendalpha;
+ int primarylayer, backgroundlayer;
+ q3shaderinfo_layer_t layers[Q3SHADER_MAXLAYERS];
+ char skyboxname[Q3PATHLENGTH];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
+ // dp-specific additions:
+
+ // shadow control
+ qboolean dpnortlight;
+ qboolean dpshadow;
+ qboolean dpnoshadow;
+
+ // add collisions to all triangles of the surface
+ qboolean dpmeshcollisions;
+
+ // fake reflection
+ char dpreflectcube[Q3PATHLENGTH];
+
+ // reflection
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
+ vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
+ float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+ float r_water_waterscroll[2]; // water normalmapscrollblend - scale and speed
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+
+ // polygonoffset (only used if Q3TEXTUREFLAG_POLYGONOFFSET)
+ float biaspolygonoffset, biaspolygonfactor;
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
+
+ // rtlightning ambient addition
+ float rtlightambient;
+#define Q3SHADERINFO_COMPARE_END specularpowermod
+}
+q3shaderinfo_t;
+
+typedef enum texturelayertype_e
+{
+ TEXTURELAYERTYPE_INVALID,
+ TEXTURELAYERTYPE_LITTEXTURE,
+ TEXTURELAYERTYPE_TEXTURE,
+ TEXTURELAYERTYPE_FOG
+}
+texturelayertype_t;
+
+typedef struct texturelayer_s
+{
+ texturelayertype_t type;
+ qboolean depthmask;
+ int blendfunc1;
+ int blendfunc2;
+ rtexture_t *texture;
+ matrix4x4_t texmatrix;
+ vec4_t color;
+}
+texturelayer_t;
+
+typedef struct texture_s
+{
+ // q1bsp
+ // name
+ //char name[16];
+ // size
+ unsigned int width, height;
+ // SURF_ flags
+ //unsigned int flags;
+
+ // base material flags
+ int basematerialflags;
+ // current material flags (updated each bmodel render)
+ int currentmaterialflags;
+
+ // PolygonOffset values for rendering this material
+ // (these are added to the r_refdef values and submodel values)
+ float biaspolygonfactor;
+ float biaspolygonoffset;
+
+ // textures to use when rendering this material
+ skinframe_t *currentskinframe;
+ int numskinframes;
+ float skinframerate;
+ skinframe_t *skinframes[TEXTURE_MAXFRAMES];
+ // background layer (for terrain texture blending)
+ skinframe_t *backgroundcurrentskinframe;
+ int backgroundnumskinframes;
+ float backgroundskinframerate;
+ skinframe_t *backgroundskinframes[TEXTURE_MAXFRAMES];
+
+ // total frames in sequence and alternate sequence
+ int anim_total[2];
+ // direct pointers to each of the frames in the sequences
+ // (indexed as [alternate][frame])
+ struct texture_s *anim_frames[2][10];
+ // set if animated or there is an alternate frame set
+ // (this is an optimization in the renderer)
+ int animated;
+
+ // renderer checks if this texture needs updating...
+ int update_lastrenderframe;
+ void *update_lastrenderentity;
+ // the current alpha of this texture (may be affected by r_wateralpha)
+ float currentalpha;
+ // the current texture frame in animation
+ struct texture_s *currentframe;
+ // current texture transform matrix (used for water scrolling)
+ matrix4x4_t currenttexmatrix;
+ matrix4x4_t currentbackgroundtexmatrix;
+
+ // various q3 shader features
+ q3shaderinfo_layer_rgbgen_t rgbgen;
+ q3shaderinfo_layer_alphagen_t alphagen;
+ q3shaderinfo_layer_tcgen_t tcgen;
+ q3shaderinfo_layer_tcmod_t tcmods[Q3MAXTCMODS];
+ q3shaderinfo_layer_tcmod_t backgroundtcmods[Q3MAXTCMODS];
+ q3shaderinfo_deform_t deforms[Q3MAXDEFORMS];
+
+ qboolean colormapping;
+ rtexture_t *basetexture; // original texture without pants/shirt/glow
+ rtexture_t *pantstexture; // pants only (in greyscale)
+ rtexture_t *shirttexture; // shirt only (in greyscale)
+ rtexture_t *nmaptexture; // normalmap (bumpmap for dot3)
+ rtexture_t *glosstexture; // glossmap (for dot3)
+ rtexture_t *glowtexture; // glow only (fullbrights)
+ rtexture_t *fogtexture; // alpha of the base texture (if not opaque)
+ rtexture_t *reflectmasktexture; // mask for fake reflections
+ rtexture_t *reflectcubetexture; // fake reflections cubemap
+ rtexture_t *backgroundbasetexture; // original texture without pants/shirt/glow
+ rtexture_t *backgroundnmaptexture; // normalmap (bumpmap for dot3)
+ rtexture_t *backgroundglosstexture; // glossmap (for dot3)
+ rtexture_t *backgroundglowtexture; // glow only (fullbrights)
+ float specularscale;
+ float specularpower;
+ // color tint (colormod * currentalpha) used for rtlighting this material
+ float dlightcolor[3];
+ // color tint (colormod * 2) used for lightmapped lighting on this material
+ // includes alpha as 4th component
+ // replaces role of gl_Color in GLSL shader
+ float lightmapcolor[4];
+
+ // from q3 shaders
+ int customblendfunc[2];
+
+ int currentnumlayers;
+ texturelayer_t currentlayers[16];
+
+ // q3bsp
+ char name[64];
+ int surfaceflags;
+ int supercontents;
+ int surfaceparms;
+ int textureflags;
+
+ // reflection
+ float reflectmin; // when refraction is used, minimum amount of reflection (when looking straight down)
+ float reflectmax; // when refraction is used, maximum amount of reflection (when looking parallel to water)
+ float refractfactor; // amount of refraction distort (1.0 = like the cvar specifies)
+ vec4_t refractcolor4f; // color tint of refraction (including alpha factor)
+ float reflectfactor; // amount of reflection distort (1.0 = like the cvar specifies)
+ vec4_t reflectcolor4f; // color tint of reflection (including alpha factor)
+ float r_water_wateralpha; // additional wateralpha to apply when r_water is active
+ float r_water_waterscroll[2]; // scale and speed
+ int camera_entity; // entity number for use by cameras
+
+ // offsetmapping
+ dpoffsetmapping_technique_t offsetmapping;
+ float offsetscale;
+
+ // gloss
+ float specularscalemod;
+ float specularpowermod;
+
+ // diffuse and ambient
+ float rtlightambient;
+}
+ texture_t;
+
+typedef struct mtexinfo_s
+{
+ float vecs[2][4];
+ texture_t *texture;
+ int flags;