]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/shaders/shaders.cpp
gcc: appease the hardening warnings
[xonotic/netradiant.git] / plugins / shaders / shaders.cpp
index 7732681052b4b5b3acc80e1f3787d90d59fbf1ca..abf0ac9fa82a18462c909fa90672ae361270c2f9 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
@@ -35,6 +35,7 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 //
 
 #include "shaders.h"
+#include "globaldefs.h"
 
 #include <stdio.h>
 #include <stdlib.h>
@@ -48,10 +49,10 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "qerplugin.h"
 #include "irender.h"
 
-#include <glib/gslist.h>
+#include <glib.h>
 
 #include "debugging/debugging.h"
-#include "string/string.h"
+#include "string/pooledstring.h"
 #include "math/vector.h"
 #include "generic/callback.h"
 #include "generic/referencecounted.h"
@@ -69,697 +70,608 @@ SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 #include "archivelib.h"
 #include "imagelib.h"
 
-const charg_shadersExtension = "";
-const charg_shadersDirectory = "";
+const char *g_shadersExtension = "";
+const char *g_shadersDirectory = "";
 bool g_enableDefaultShaders = true;
 ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
 bool g_useShaderList = true;
-_QERPlugImageTableg_bitmapModule = 0;
-const charg_texturePrefix = "textures/";
+_QERPlugImageTable *g_bitmapModule = 0;
+const char *g_texturePrefix = "textures/";
 
 void ActiveShaders_IteratorBegin();
+
 bool ActiveShaders_IteratorAtEnd();
+
 IShader *ActiveShaders_IteratorCurrent();
+
 void ActiveShaders_IteratorIncrement();
-Callback g_ActiveShadersChangedNotify;
+
+Callback<void()> g_ActiveShadersChangedNotify;
 
 void FreeShaders();
-void LoadShaderFile (const char *filename);
-qtexture_t *Texture_ForName (const char *filename);
+
+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
-*/
+   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)
+Image *loadBitmap(void *environment, const char *name)
 {
-  DirectoryArchiveFile file(name, name);
-  if(!file.failed())
-  {
-    return g_bitmapModule->loadImage(file);
-  }
-  return 0;
+    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)
+inline byte *getPixel(byte *pixels, int width, int height, int x, int y)
 {
-  return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
+    return pixels + (((((y + height) % height) * width) + ((x + width) % width)) * 4);
 }
 
-class KernelElement
-{
+class KernelElement {
 public:
-  int x, y;
-  float w;
+    int x, y;
+    float w;
 };
 
-Image& convertHeightmapToNormalmap(Image& heightmap, float scale)
+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();
+    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 }
-  };
+    // 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 }
-  };
+                                                                                                                            // 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;
+    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 *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;
+    Image *heightmap = GlobalTexturesCache().loadImage(name);
+    if (heightmap != 0) {
+        Image &normalmap = convertHeightmapToNormalmap(*heightmap, *reinterpret_cast<float *>( environment ));
+        heightmap->release();
+        return &normalmap;
+    }
+    return 0;
 }
 
 
-Image* loadSpecial(void* environment, const char* name)
+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;
+    if (*name == '_') { // special image
+        StringOutputStream bitmapName(256);
+        bitmapName << GlobalRadiant().getAppPath() << "bitmaps/" << name + 1 << ".png";
+        Image *image = loadBitmap(environment, bitmapName.c_str());
+        if (image != 0) {
+            return image;
+        }
     }
-  }
-  return GlobalTexturesCache().loadImage(name);
+    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: 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
-void parseTextureName(CopiedString& name, const char* token)
-{
-  StringOutputStream cleaned(256);
-  cleaned << PathCleaned(token);
-  name = CopiedString(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str())); // remove extension
-}
-
-bool Tokeniser_parseTextureName(Tokeniser& tokeniser, CopiedString& name)
+template<typename StringType>
+void parseTextureName(StringType &name, const char *token)
 {
-  const char* token = tokeniser.getToken();
-  if(token == 0)
-  {
-    Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
-    return false;
-  }
-  parseTextureName(name, token);
-  return true;
+    StringOutputStream cleaned(256);
+    cleaned << PathCleaned(token);
+    name = CopiedString(
+            StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str()))).c_str(); // remove extension
 }
 
-void parseShaderName(CopiedString& name, const char* token)
+bool Tokeniser_parseTextureName(Tokeniser &tokeniser, TextureExpression &name)
 {
-  StringOutputStream cleaned(256);
-  cleaned << PathCleaned(token);
-  name = cleaned.c_str();
+    const char *token = tokeniser.getToken();
+    if (token == 0) {
+        Tokeniser_unexpectedError(tokeniser, token, "#texture-name");
+        return false;
+    }
+    parseTextureName(name, token);
+    return true;
 }
 
-bool Tokeniser_parseShaderName(Tokeniser& tokeniser, CopiedString& name)
+bool Tokeniser_parseShaderName(Tokeniser &tokeniser, CopiedString &name)
 {
-  const char* token = tokeniser.getToken();
-  if(token == 0)
-  {
-    Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
-    return false;
-  }
-  parseShaderName(name, token);
-  return true;
+    const char *token = tokeniser.getToken();
+    if (token == 0) {
+        Tokeniser_unexpectedError(tokeniser, token, "#shader-name");
+        return false;
+    }
+    parseTextureName(name, token);
+    return true;
 }
 
-bool Tokeniser_parseString(Tokeniser& tokeniser, CopiedString& string)
+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;
+    const char *token = tokeniser.getToken();
+    if (token == 0) {
+        Tokeniser_unexpectedError(tokeniser, token, "#string");
+        return false;
+    }
+    string = token;
+    return true;
 }
 
 
+typedef std::list<ShaderVariable> ShaderParameters;
+typedef std::list<ShaderVariable> ShaderArguments;
 
-typedef std::list<CopiedString> ShaderParameters;
-typedef std::list<CopiedString> ShaderArguments;
-
-typedef CopiedString TextureExpression;
-typedef CopiedString ShaderValue;
-typedef std::pair<CopiedString, CopiedString> BlendFuncExpression;
+typedef std::pair<ShaderVariable, ShaderVariable> BlendFuncExpression;
 
-class ShaderTemplate
-{
-  std::size_t m_refcount;
-  CopiedString m_Name;
+class ShaderTemplate {
+    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 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;
-  }
+    ShaderParameters m_params;
 
-  const char* getName() const
-  {
-    return m_Name.c_str();
-  }
-  void setName(const char* name)
-  {
-    m_Name = name;
-  }
+    TextureExpression m_textureName;
+    TextureExpression m_diffuse;
+    TextureExpression m_bump;
+    ShaderValue m_heightmapScale;
+    TextureExpression m_specular;
+    TextureExpression m_lightFalloffImage;
 
-  // -----------------------------------------
+    int m_nFlags;
+    float m_fTrans;
 
-  bool parseDoom3(Tokeniser& tokeniser);
-  bool parseQuake3(Tokeniser& tokeniser);
-  bool parseTemplate(Tokeniser& tokeniser);
+// alphafunc stuff
+    IShader::EAlphaFunc m_AlphaFunc;
+    float m_AlphaRef;
+// cull stuff
+    IShader::ECull m_Cull;
 
-
-  void CreateDefault(const char *name)
-  {
-    if(g_enableDefaultShaders)
+    ShaderTemplate() :
+            m_refcount(0)
     {
-      m_textureName = name;
+        m_nFlags = 0;
+        m_fTrans = 1.0f;
     }
-    else
+
+    void IncRef()
     {
-      m_textureName = "";
+        ++m_refcount;
     }
-    setName(name);
-  }
 
-
-  class MapLayerTemplate
-  {
-    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)
+    void DecRef()
     {
+        ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
+        if (--m_refcount == 0) {
+            delete this;
+        }
     }
-    const TextureExpression& texture() const
+
+    std::size_t refcount()
     {
-      return m_texture;
+        return m_refcount;
     }
-    const BlendFuncExpression& blendFunc() const
+
+    const char *getName() const
     {
-      return m_blendFunc;
+        return m_Name.c_str();
     }
-    bool clampToBorder() const
+
+    void setName(const char *name)
     {
-      return m_clampToBorder;
+        m_Name = name;
     }
-    const ShaderValue& alphaTest() const
+
+// -----------------------------------------
+
+    bool parseDoom3(Tokeniser &tokeniser);
+
+    bool parseQuake3(Tokeniser &tokeniser);
+
+    bool parseTemplate(Tokeniser &tokeniser);
+
+
+    void CreateDefault(const char *name)
     {
-      return m_alphaTest;
+        if (g_enableDefaultShaders) {
+            m_textureName = name;
+        } else {
+            m_textureName = "";
+        }
+        setName(name);
     }
-  };
-  typedef std::vector<MapLayerTemplate> MapLayers;
-  MapLayers m_layers;
-};
 
 
-bool Doom3Shader_parseHeightmap(Tokeniser& tokeniser, CopiedString& bump, CopiedString& 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;
-}
+    class MapLayerTemplate {
+        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)
+        {
+        }
 
-bool Doom3Shader_parseAddnormals(Tokeniser& tokeniser, CopiedString& 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"));
-  CopiedString heightmapName;
-  CopiedString heightmapScale;
-  RETURN_FALSE_IF_FAIL(Doom3Shader_parseHeightmap(tokeniser, heightmapName, heightmapScale));
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
-  return true;
-}
+        const TextureExpression &texture() const
+        {
+            return m_texture;
+        }
 
-bool Doom3Shader_parseBumpmap(Tokeniser& tokeniser, CopiedString& bump, CopiedString& 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;
-}
+        const BlendFuncExpression &blendFunc() const
+        {
+            return m_blendFunc;
+        }
 
-enum LayerTypeId
-{
-  LAYER_NONE,
-  LAYER_BLEND,
-  LAYER_DIFFUSEMAP,
-  LAYER_BUMPMAP,
-  LAYER_SPECULARMAP
-};
+        bool clampToBorder() const
+        {
+            return m_clampToBorder;
+        }
 
-class LayerTemplate
-{
-public:
-  LayerTypeId m_type;
-  CopiedString 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")
-  {
-  }
+        const ShaderValue &alphaTest() const
+        {
+            return m_alphaTest;
+        }
+    };
+
+    typedef std::vector<MapLayerTemplate> MapLayers;
+    MapLayers m_layers;
 };
 
-bool parseShaderParameters(Tokeniser& tokeniser, ShaderParameters& params)
+
+bool Doom3Shader_parseHeightmap(Tokeniser &tokeniser, TextureExpression &bump, ShaderValue &heightmapScale)
 {
-  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;
+    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;
 }
 
-bool ShaderTemplate::parseTemplate(Tokeniser& tokeniser)
+bool Doom3Shader_parseAddnormals(Tokeniser &tokeniser, TextureExpression &bump)
 {
-  m_Name = tokeniser.getToken();
-  if(!parseShaderParameters(tokeniser, m_params))
-  {
-    globalErrorStream() << "shader template: " << makeQuoted(m_Name.c_str()) << ": parameter parse failed\n";
-    return false;
-  }
-
-  return parseDoom3(tokeniser);
+    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;
 }
 
-bool ShaderTemplate::parseDoom3(Tokeniser& tokeniser)
+bool Doom3Shader_parseBumpmap(Tokeniser &tokeniser, TextureExpression &bump, ShaderValue &heightmapScale)
 {
-  LayerTemplate currentLayer;
-  bool isFog = false;
+    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;
+}
 
-  // we need to read until we hit a balanced }
-  int depth = 0;
-  for(;;)
-  {
-    tokeniser.nextLine();
-    const char* token = tokeniser.getToken();
+enum LayerTypeId {
+    LAYER_NONE,
+    LAYER_BLEND,
+    LAYER_DIFFUSEMAP,
+    LAYER_BUMPMAP,
+    LAYER_SPECULARMAP
+};
 
-    if(token == 0)
-      return false;
+class LayerTemplate {
+public:
+    LayerTypeId m_type;
+    TextureExpression m_texture;
+    BlendFuncExpression m_blendFunc;
+    bool m_clampToBorder;
+    ShaderValue m_alphaTest;
+    ShaderValue m_heightmapScale;
 
-    if(string_equal(token, "{"))
+    LayerTemplate() : m_type(LAYER_NONE), m_blendFunc("GL_ONE", "GL_ZERO"), m_clampToBorder(false), m_alphaTest("-1"),
+                      m_heightmapScale("0")
     {
-      ++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;
+};
+
+bool parseShaderParameters(Tokeniser &tokeniser, ShaderParameters &params)
+{
+    Tokeniser_parseToken(tokeniser, "(");
+    for (;;) {
+        const char *param = tokeniser.getToken();
+        if (string_equal(param, ")")) {
+            break;
         }
-        else if(currentLayer.m_type == LAYER_SPECULARMAP)
-        {
-          m_specular = currentLayer.m_texture;
+        params.push_back(param);
+        const char *comma = tokeniser.getToken();
+        if (string_equal(comma, ")")) {
+            break;
         }
-        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
-          ));
+        if (!string_equal(comma, ",")) {
+            Tokeniser_unexpectedError(tokeniser, comma, ",");
+            return false;
         }
-        currentLayer.m_type = LAYER_NONE;
-        currentLayer.m_texture = "";
-      }
-      continue;
     }
+    return true;
+}
 
-    if(depth == 2) // in layer
-    {
-      if(string_equal_nocase(token, "blend"))
-      {
-        const char* blend = tokeniser.getToken();
+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;
+    }
 
-        if(blend == 0)
-        {
-          Tokeniser_unexpectedError(tokeniser, blend, "#blend");
-          return false;
-        }
+    return parseDoom3(tokeniser);
+}
 
-        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;
+bool ShaderTemplate::parseDoom3(Tokeniser &tokeniser)
+{
+    LayerTemplate currentLayer;
+    bool isFog = false;
 
-          const char* comma = tokeniser.getToken();
+    // we need to read until we hit a balanced }
+    int depth = 0;
+    for (;;) {
+        tokeniser.nextLine();
+        const char *token = tokeniser.getToken();
 
-          if(comma == 0)
-          {
-            Tokeniser_unexpectedError(tokeniser, comma, "#comma");
+        if (token == 0) {
             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;
+        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;
             }
-            currentLayer.m_texture = texture;
-            RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")")); 
-          }
-          else
-          {
-            parseTextureName(currentLayer.m_texture, map);
-          }
+            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;
         }
-      }
-      else if(string_equal_nocase(token, "zeroclamp"))
-      {
-        currentLayer.m_clampToBorder = true;
-      }
+
+        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);
-      }
+                                                                                                                                    else if ( string_equal_nocase( token, "alphaTest" ) ) {
+                               Tokeniser_getFloat( tokeniser, currentLayer.m_alphaTest );
+                       }
 #endif
-    }
-    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, "("));
-          CopiedString name;
-          RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(tokeniser, name));
-          m_lightFalloffImage = name.c_str();
-          RETURN_FALSE_IF_FAIL(Tokeniser_parseToken(tokeniser, ")"));
-        }
-        else
-        {
-          m_lightFalloffImage = lightFalloffImage;
+        } 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;
-  }
+    if (string_empty(m_textureName.c_str())) {
+        m_textureName = m_diffuse;
+    }
 
-  return true;
+    return true;
 }
 
 typedef SmartPointer<ShaderTemplate> ShaderTemplatePointer;
@@ -768,1169 +680,1056 @@ typedef std::map<CopiedString, ShaderTemplatePointer> ShaderTemplateMap;
 ShaderTemplateMap g_shaders;
 ShaderTemplateMap g_shaderTemplates;
 
-ShaderTemplate* findTemplate(const char* name)
+ShaderTemplate *findTemplate(const char *name)
 {
-  ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
-  if(i != g_shaderTemplates.end())
-  {
-    return (*i).second.get();
-  }
-  return 0;
+    ShaderTemplateMap::iterator i = g_shaderTemplates.find(name);
+    if (i != g_shaderTemplates.end()) {
+        return (*i).second.get();
+    }
+    return 0;
 }
 
-class ShaderDefinition
-{
+class ShaderDefinition {
 public:
-  ShaderDefinition(ShaderTemplate* shaderTemplate, const ShaderArguments& args, const char* filename)
-    : shaderTemplate(shaderTemplate), args(args), filename(filename)
-  {
-  }
-  ShaderTemplate* shaderTemplate;
-  ShaderArguments args;
-  const char* filename;
+    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)
+bool parseTemplateInstance(Tokeniser &tokeniser, const char *filename)
 {
-  CopiedString name;
-  RETURN_FALSE_IF_FAIL(Tokeniser_parseTextureName(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;
-  }
+    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";
+    }
 
-  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";
+    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;
+    return true;
 }
 
 
-const char* evaluateShaderValue(const char* value, const ShaderParameters& params, const ShaderArguments& args)
+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();
+    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;
+    return value;
 }
 
 ///\todo BlendFunc parsing
-BlendFunc evaluateBlendFunc(const BlendFuncExpression& blendFunc, const ShaderParameters& params, const ShaderArguments& args)
+BlendFunc
+evaluateBlendFunc(const BlendFuncExpression &blendFunc, const ShaderParameters &params, const ShaderArguments &args)
 {
-  return BlendFunc(BLEND_ONE, BLEND_ZERO);
+    return BlendFunc(BLEND_ONE, BLEND_ZERO);
 }
 
-qtexture_t* evaluateTexture(const TextureExpression& texture, const ShaderParameters& params, const ShaderArguments& args, const LoadImageCallback& loader = GlobalTexturesCache().defaultLoader())
+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();
+    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;
+            }
         }
-      }
-      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());
+        result << expression;
+    }
+    return GlobalTexturesCache().capture(loader, result.c_str());
 }
 
-float evaluateFloat(const ShaderValue& value, const ShaderParameters& params, const ShaderArguments& args)
+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;
+    const char *result = evaluateShaderValue(value.c_str(), params, args);
+    float f = 0;
+    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)
+BlendFactor evaluateBlendFactor(const ShaderValue &value, const ShaderParameters &params, const ShaderArguments &args)
 {
-  const char* result = evaluateShaderValue(value.c_str(), params, 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;
+    }
 
-  if(string_equal_nocase(result, "gl_zero"))
-  {
+    globalErrorStream() << "parsing blend-factor value failed: " << makeQuoted(result) << "\n";
     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
-{
-  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;
+class CShader : public IShader {
+    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;
+    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)
+    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_notfound = m_pTexture;
+        m_pTexture = 0;
+        m_pDiffuse = 0;
+        m_pBump = 0;
+        m_pSpecular = 0;
 
-      {
-        StringOutputStream name(256);
-        name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.bmp" : "shadernotex.bmp");
-        m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
-      }
+        m_notfound = 0;
+
+        realise();
     }
 
-    realiseLighting();
+    virtual ~CShader()
+    {
+        unrealise();
+
+        ASSERT_MESSAGE(m_refcount == 0, "deleting active shader");
+    }
 
-    if(m_layers.size() == 1)
+// IShaders implementation -----------------
+    void IncRef()
     {
-      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);
+        ++m_refcount;
+    }
 
-        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 DecRef()
+    {
+        ASSERT_MESSAGE(m_refcount != 0, "shader reference-count going below zero");
+        if (--m_refcount == 0) {
+            delete this;
         }
-      }
     }
-  }
 
-  void unrealise()
-  {
-    GlobalTexturesCache().release(m_pTexture);
-
-    if(m_notfound != 0)
+    std::size_t refcount()
     {
-      GlobalTexturesCache().release(m_notfound);
+        return m_refcount;
     }
 
-    unrealiseLighting();
-  }
+// get/set the qtexture_t* Radiant uses to represent this shader object
+    qtexture_t *getTexture() const
+    {
+        return m_pTexture;
+    }
 
-  void realiseLighting()
-  {
-    if(m_lightingEnabled)
+    qtexture_t *getDiffuse() const
     {
-      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));
-      }
-    }
-  }
-
-  void unrealiseLighting()
-  {
-    if(m_lightingEnabled)
+        return m_pDiffuse;
+    }
+
+    qtexture_t *getBump() const
     {
-      GlobalTexturesCache().release(m_pDiffuse);
-      GlobalTexturesCache().release(m_pBump);
-      GlobalTexturesCache().release(m_pSpecular);
+        return m_pBump;
+    }
 
-      GlobalTexturesCache().release(m_pLightFalloffImage);
+    qtexture_t *getSpecular() const
+    {
+        return m_pSpecular;
+    }
 
-      for(MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i)
-      {
-        GlobalTexturesCache().release((*i).texture());
-      }
-      m_layers.clear();
+// get shader name
+    const char *getName() const
+    {
+        return m_Name.c_str();
     }
-  }
 
-  // set shader name
-  void setName(const char* name)
-  {
-    m_Name = name;
-  }
+    bool IsInUse() const
+    {
+        return m_bInUse;
+    }
 
-  class MapLayer : public ShaderLayer
-  {
-    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)
+    void SetInUse(bool bInUse)
     {
+        m_bInUse = bInUse;
+        g_ActiveShadersChangedNotify();
     }
-    qtexture_t* texture() const
+
+// get the shader flags
+    int getFlags() const
     {
-      return m_texture;
+        return m_template.m_nFlags;
     }
-    BlendFunc blendFunc() const
+
+// get the transparency value
+    float getTrans() const
     {
-      return m_blendFunc;
+        return m_template.m_fTrans;
     }
-    bool clampToBorder() const
+
+// test if it's a true shader, or a default shader created to wrap around a texture
+    bool IsDefault() const
     {
-      return m_clampToBorder;
+        return string_empty(m_filename);
     }
-    float alphaTest() const
+
+// get the alphaFunc
+    void getAlphaFunc(EAlphaFunc *func, float *ref)
     {
-      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())
+        *func = m_template.m_AlphaFunc;
+        *ref = m_template.m_AlphaRef;
+    };
+
+    BlendFunc getBlendFunc() const
     {
-      return 0;
+        return m_blendFunc;
     }
-    return &m_layers.front();
-  }
-  void forEachLayer(const ShaderLayerCallback& callback) const
-  {
-    for(MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i)
+
+// get the cull type
+    ECull getCull()
     {
-      callback(*i);
-    }
-  }
+        return m_template.m_Cull;
+    };
 
-  qtexture_t* lightFalloffImage() const
-  {
-    if(!string_empty(m_template.m_lightFalloffImage.c_str()))
+// get shader file name (ie the file where this one is defined)
+    const char *getShaderFileName() const
     {
-      return m_pLightFalloffImage;
+        return m_filename;
     }
-    return 0;
-  }
-};
+// -----------------------------------------
 
-bool CShader::m_lightingEnabled = false;
+    void realise()
+    {
+        m_pTexture = evaluateTexture(m_template.m_textureName, m_template.m_params, m_args);
 
-typedef SmartPointer<CShader> ShaderPointer;
-typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
+        if (m_pTexture->texture_number == 0) {
+            m_notfound = m_pTexture;
 
-shaders_t g_ActiveShaders;
+            {
+                StringOutputStream name(256);
+                name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.png" : "shadernotex.png");
+                m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
+            }
+        }
 
-static shaders_t::iterator g_ActiveShadersIterator;
+        realiseLighting();
+    }
 
-void ActiveShaders_IteratorBegin()
-{
-  g_ActiveShadersIterator = g_ActiveShaders.begin();
-}
+    void unrealise()
+    {
+        GlobalTexturesCache().release(m_pTexture);
 
-bool ActiveShaders_IteratorAtEnd()
-{
-  return g_ActiveShadersIterator == g_ActiveShaders.end();
-}
-
-IShader *ActiveShaders_IteratorCurrent()
-{
-  return static_cast<CShader*>(g_ActiveShadersIterator->second);
-}
-
-void ActiveShaders_IteratorIncrement()
-{
-  ++g_ActiveShadersIterator;
-}
+        if (m_notfound != 0) {
+            GlobalTexturesCache().release(m_notfound);
+        }
 
-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");
-  }
-}
+        unrealiseLighting();
+    }
 
-// will free all GL binded qtextures and shaders
-// NOTE: doesn't make much sense out of Radiant exit or called during a reload
-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();
-}
+    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));
+            }
 
-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;
+            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";
+                    }
+                }
+            }
+        }
+    }
 
-  tokeniser.nextLine();
+    void unrealiseLighting()
+    {
+        if (m_lightingEnabled) {
+            GlobalTexturesCache().release(m_pDiffuse);
+            GlobalTexturesCache().release(m_pBump);
+            GlobalTexturesCache().release(m_pSpecular);
 
-  // we need to read until we hit a balanced }
-  int depth = 0;
-  for(;;)
-  {
-    tokeniser.nextLine();
-    const char* token = tokeniser.getToken();
+            GlobalTexturesCache().release(m_pLightFalloffImage);
 
-    if(token == 0)
-      return false;
+            for (MapLayers::iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
+                GlobalTexturesCache().release((*i).texture());
+            }
+            m_layers.clear();
 
-    if(string_equal(token, "{"))
-    {
-      ++depth;
-      continue;
+            m_blendFunc = BlendFunc(BLEND_SRC_ALPHA, BLEND_ONE_MINUS_SRC_ALPHA);
+        }
     }
-    else if(string_equal(token, "}"))
-    {
-      --depth;
-      if(depth < 0) // underflow
-      {
-        return false;
-      }
-      if(depth == 0) // end of shader
-      {
-        break;
-      }
 
-      continue;
+// set shader name
+    void setName(const char *name)
+    {
+        m_Name = name;
     }
 
-    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)
+    class MapLayer : public ShaderLayer {
+        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)
         {
-          Tokeniser_unexpectedError(tokeniser, alphafunc, "#alphafunc");
-          return false;
         }
 
-        if(string_equal_nocase(alphafunc, "equal"))
-        {
-          m_AlphaFunc = IShader::eEqual;
-        }
-        else if(string_equal_nocase(alphafunc, "greater"))
+        qtexture_t *texture() const
         {
-          m_AlphaFunc = IShader::eGreater;
+            return m_texture;
         }
-        else if(string_equal_nocase(alphafunc, "less"))
-        {
-          m_AlphaFunc = IShader::eLess;
-        }
-        else if(string_equal_nocase(alphafunc, "gequal"))
+
+        BlendFunc blendFunc() const
         {
-          m_AlphaFunc = IShader::eGEqual;
+            return m_blendFunc;
         }
-        else if(string_equal_nocase(alphafunc, "lequal"))
+
+        bool clampToBorder() const
         {
-          m_AlphaFunc = IShader::eLEqual;
+            return m_clampToBorder;
         }
-        else
+
+        float alphaTest() const
         {
-          m_AlphaFunc = IShader::eAlways;
+            return m_alphaTest;
         }
+    };
 
-        m_nFlags |= QER_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)
+        );
+    }
 
-        RETURN_FALSE_IF_FAIL(Tokeniser_getFloat(tokeniser, m_AlphaRef));
-      }
-      else if (string_equal_nocase(token, "cull"))
-      {
-        const char* cull = tokeniser.getToken();
+    typedef std::vector<MapLayer> MapLayers;
+    MapLayers m_layers;
 
-        if(cull == 0)
-        {
-          Tokeniser_unexpectedError(tokeniser, cull, "#cull");
-          return false;
+    const ShaderLayer *firstLayer() const
+    {
+        if (m_layers.empty()) {
+            return 0;
         }
+        return &m_layers.front();
+    }
 
-        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;
+    void forEachLayer(const ShaderLayerCallback &callback) const
+    {
+        for (MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i) {
+            callback(*i);
         }
-        else
-        {
-          m_Cull = IShader::eCullBack;
+    }
+
+    qtexture_t *lightFalloffImage() const
+    {
+        if (!string_empty(m_template.m_lightFalloffImage.c_str())) {
+            return m_pLightFalloffImage;
         }
+        return 0;
+    }
+};
 
-        m_nFlags |= QER_CULL;
-      }
-      else if (string_equal_nocase(token, "surfaceparm"))
-      {
-        const char* surfaceparm = tokeniser.getToken();
+bool CShader::m_lightingEnabled = false;
 
-        if(surfaceparm == 0)
-        {
-          Tokeniser_unexpectedError(tokeniser, surfaceparm, "#surfaceparm");
-          return false;
-        }
+typedef SmartPointer<CShader> ShaderPointer;
+typedef std::map<CopiedString, ShaderPointer, shader_less_t> shaders_t;
 
-        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;
-        }
-      }
-    }
-  }
+shaders_t g_ActiveShaders;
 
-  return true;
+static shaders_t::iterator g_ActiveShadersIterator;
+
+void ActiveShaders_IteratorBegin()
+{
+    g_ActiveShadersIterator = g_ActiveShaders.begin();
 }
 
-class Layer
+bool ActiveShaders_IteratorAtEnd()
 {
-public:
-  LayerTypeId m_type;
-  CopiedString 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)
-  {
-  }
-};
+    return g_ActiveShadersIterator == g_ActiveShaders.end();
+}
 
-std::list<CopiedString> g_shaderFilenames;
+IShader *ActiveShaders_IteratorCurrent()
+{
+    return static_cast<CShader *>( g_ActiveShadersIterator->second );
+}
 
-void ParseShaderFile(Tokeniser& tokeniser, const char* filename)
+void ActiveShaders_IteratorIncrement()
 {
-  g_shaderFilenames.push_back(filename);
-  filename = g_shaderFilenames.back().c_str();
-  tokeniser.nextLine();
-  for(;;)
-  {
-    const char* token = tokeniser.getToken();
-
-    if(token == 0)
-    {
-      break;
+    ++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");
     }
+}
 
-    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;
-            }
-          }
+// will free all GL binded qtextures and shaders
+// NOTE: doesn't make much sense out of Radiant exit or called during a reload
+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();
+}
 
-          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))
-        {
+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;
         }
-        ShaderTemplatePointer shaderTemplate(new ShaderTemplate());
-        shaderTemplate->setName(name.c_str());
 
-        g_shaders.insert(ShaderTemplateMap::value_type(shaderTemplate->getName(), shaderTemplate));
+        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;
+            }
 
-        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
-          }
+            continue;
         }
-        else
-        {
-          globalErrorStream() << "Error parsing shader " << shaderTemplate->getName() << "\n";
-          return;
+
+        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;
 }
 
-void parseGuideFile(Tokeniser& tokeniser, const char* filename)
-{
-  tokeniser.nextLine();
-  for(;;)
-  {
-    const char* token = tokeniser.getToken();
+class Layer {
+public:
+    LayerTypeId m_type;
+    TextureExpression m_texture;
+    BlendFunc m_blendFunc;
+    bool m_clampToBorder;
+    float m_alphaTest;
+    float m_heightmapScale;
 
-    if(token == 0)
+    Layer() : m_type(LAYER_NONE), m_blendFunc(BLEND_ONE, BLEND_ZERO), m_clampToBorder(false), m_alphaTest(-1),
+              m_heightmapScale(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)
-          {
+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) {
+#if GDEF_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 LoadShaderFile(const char* filename)
+void parseGuideFile(Tokeniser &tokeniser, const char *filename)
 {
-  ArchiveTextFile* file = GlobalFileSystem().openTextFile(filename);
+    tokeniser.nextLine();
+    for (;;) {
+        const char *token = tokeniser.getToken();
 
-  if(file != 0)
-  {
-    globalOutputStream() << "Parsing shaderfile " << filename << "\n";
+        if (token == 0) {
+            break;
+        }
 
-    Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
+        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;
+                    }
+                }
+            }
+        }
+    }
+}
 
-    ParseShaderFile(tokeniser, filename);
+void LoadShaderFile(const char *filename)
+{
+    ArchiveTextFile *file = GlobalFileSystem().openTextFile(filename);
 
-    tokeniser.release();
-    file->release();
-  }
-  else
-  {
-    globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
-  }
-}
+    if (file != 0) {
+        globalOutputStream() << "Parsing shaderfile " << filename << "\n";
 
-typedef FreeCaller1<const char*, LoadShaderFile> LoadShaderFileCaller;
+        Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
 
+        ParseShaderFile(tokeniser, filename);
 
-void loadGuideFile(const char* filename)
+        tokeniser.release();
+        file->release();
+    } else {
+        globalOutputStream() << "Unable to read shaderfile " << filename << "\n";
+    }
+}
+
+void loadGuideFile(const char *filename)
 {
-  StringOutputStream fullname(256);
-  fullname << "guides/" << filename;
-  ArchiveTextFile* file = GlobalFileSystem().openTextFile(fullname.c_str());
+    StringOutputStream fullname(256);
+    fullname << "guides/" << filename;
+    ArchiveTextFile *file = GlobalFileSystem().openTextFile(fullname.c_str());
 
-  if(file != 0)
-  {
-    globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
+    if (file != 0) {
+        globalOutputStream() << "Parsing guide file " << fullname.c_str() << "\n";
 
-    Tokeniser& tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
+        Tokeniser &tokeniser = GlobalScriptLibrary().m_pfnNewScriptTokeniser(file->getInputStream());
 
-    parseGuideFile(tokeniser, fullname.c_str());
+        parseGuideFile(tokeniser, fullname.c_str());
 
-    tokeniser.release();
-    file->release();
-  }
-  else
-  {
-    globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
-  }
+        tokeniser.release();
+        file->release();
+    } else {
+        globalOutputStream() << "Unable to read guide file " << fullname.c_str() << "\n";
+    }
 }
 
-typedef FreeCaller1<const char*, loadGuideFile> LoadGuideFileCaller;
-
-
-CShader* Try_Shader_ForName(const char* name)
+CShader *Try_Shader_ForName(const char *name)
 {
-  {
-    shaders_t::iterator i = g_ActiveShaders.find(name);
-    if(i != g_ActiveShaders.end())
     {
-      return (*i).second;
-    }
-  }
-
-  // not found, create it
-  ShaderDefinitionMap::iterator i = g_shaderDefinitions.find(name);
-  if(i == g_shaderDefinitions.end())
-  {
-    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;
-  }
-
-  ShaderPointer pShader(new CShader((*i).second));
-  pShader->setName(name);
-  g_ActiveShaders.insert(shaders_t::value_type(name, pShader));
-  g_ActiveShadersChangedNotify();
-  return pShader;
+        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;
 }
 
 IShader *Shader_ForName(const char *name)
 {
-  ASSERT_NOTNULL(name);
+    ASSERT_NOTNULL(name);
 
-  IShader *pShader = Try_Shader_ForName(name);
-  pShader->IncRef();
-  return pShader;
+    IShader *pShader = Try_Shader_ForName(name);
+    pShader->IncRef();
+    return pShader;
 }
 
 
-
-
 // the list of scripts/*.shader files we need to work with
 // those are listed in shaderlist file
 GSList *l_shaderfiles = 0;
 
-GSListShaders_getShaderFileList()
+GSList *Shaders_getShaderFileList()
 {
-  return l_shaderfiles;
+    return l_shaderfiles;
 }
 
 /*
-==================
-DumpUnreferencedShaders
-usefull function: dumps the list of .shader files that are not referenced to the console
-==================
-*/
-void IfFound_dumpUnreferencedShader(bool& bFound, const char* filename)
+   ==================
+   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;
+    bool listed = false;
 
-  for(GSList* sh = l_shaderfiles; sh != 0; sh = g_slist_next(sh))
-  {
-    if(!strcmp((char*)sh->data, filename))
-    {
-      listed = true;
-      break;
+    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 shaderlist.txt:\n";
+    if (!listed) {
+        if (!bFound) {
+            bFound = true;
+            globalOutputStream() << "Following shader files are not referenced in any shaderlist.txt:\n";
+        }
+        globalOutputStream() << "\t" << filename << "\n";
     }
-    globalOutputStream() << filename << "\n";
-  }
 }
-typedef ReferenceCaller1<bool, const char*, IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
+
+typedef ReferenceCaller<bool, void(const char *), IfFound_dumpUnreferencedShader> IfFoundDumpUnreferencedShaderCaller;
 
 void DumpUnreferencedShaders()
 {
-  bool bFound = false;
-  GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
+    bool bFound = false;
+    GlobalFileSystem().forEachFile(g_shadersDirectory, g_shadersExtension, IfFoundDumpUnreferencedShaderCaller(bFound));
 }
 
-void ShaderList_addShaderFile(const chardirstring)
+void ShaderList_addShaderFile(const char *dirstring)
 {
-  bool found = false;
+    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));
-  }
-}
-
-typedef FreeCaller1<const char*, ShaderList_addShaderFile> AddShaderFileCaller;
+    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));
+    }
+}
 
 /*
-==================
-BuildShaderList
-build a CStringList of shader names
-==================
-*/
-void BuildShaderList(TextInputStreamshaderlist)
+   ==================
+   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 &tokeniser = GlobalScriptLibrary().m_pfnNewSimpleTokeniser(shaderlist);
     tokeniser.nextLine();
-    token = tokeniser.getToken();
+    const char *token = tokeniser.getToken();
+    StringOutputStream shaderFile(64);
+    while (token != 0) {
+        // each token should be a shader filename
+        shaderFile << token << "." << g_shadersExtension;
 
-    shaderFile.clear();
-  }
-  tokeniser.release();
+        ShaderList_addShaderFile(shaderFile.c_str());
+
+        tokeniser.nextLine();
+        token = tokeniser.getToken();
+
+        shaderFile.clear();
+    }
+    tokeniser.release();
 }
 
 void FreeShaderList()
 {
-  while(l_shaderfiles != 0)
-  {
-    free(l_shaderfiles->data);
-    l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
-  }
+    while (l_shaderfiles != 0) {
+        free(l_shaderfiles->data);
+        l_shaderfiles = g_slist_remove(l_shaderfiles, l_shaderfiles->data);
+    }
+}
+
+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();
+        }
+    }
 }
 
 #include "stream/filestream.h"
 
-bool shaderlist_findOrInstall(const char* enginePath, const char* toolsPath, const char* shaderPath, const char* gamename)
+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()))
+    StringOutputStream absShaderList(256);
+    absShaderList << enginePath << gamename << '/' << shaderPath << "shaderlist.txt";
+    if (file_exists(absShaderList.c_str())) {
+        return true;
+    }
     {
-      return false;
+        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());
+        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;
+    return false;
 }
 
 void Shaders_Load()
 {
-  if(g_shaderLanguage == SHADERLANGUAGE_QUAKE4)
-  {
-    GlobalFileSystem().forEachFile("guides/", "guide", LoadGuideFileCaller(), 0);
-  }
-
-  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);
-      }
-
-      StringOutputStream absShaderList(256);
-      absShaderList << enginePath << gamename << '/' << path.c_str() << "shaderlist.txt";
-
-      {
-        globalOutputStream() << "Parsing shader files from " << absShaderList.c_str() << "\n";
-        TextFileInputStream shaderlistFile(absShaderList.c_str());
-        if(shaderlistFile.failed())
-        {
-          globalErrorStream() << "Couldn't find '" << absShaderList.c_str() << "'\n";
+    if (g_shaderLanguage == SHADERLANGUAGE_QUAKE4) {
+        GlobalFileSystem().forEachFile("guides/", "guide", makeCallbackF(loadGuideFile), 0);
+    }
+
+    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(makeCallbackF(ShaderList_addFromArchive), false, true);
+            DumpUnreferencedShaders();
+        } else {
+            GlobalFileSystem().forEachFile(path.c_str(), g_shadersExtension, makeCallbackF(ShaderList_addShaderFile),
+                                           0);
         }
-        else
-        {
-          BuildShaderList(shaderlistFile);
-          DumpUnreferencedShaders();
+
+        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;
         }
-      }
-    }
-    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 Shaders_Free()
 {
-  FreeShaders();
-  FreeShaderList();
-  g_shaderFilenames.clear();
+    FreeShaders();
+    FreeShaderList();
+    g_shaderFilenames.clear();
 }
 
 ModuleObservers g_observers;
@@ -1938,129 +1737,131 @@ 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;
+    return g_shaders_unrealised == 0;
 }
+
 void Shaders_Realise()
 {
-  if(--g_shaders_unrealised == 0)
-  {
-    Shaders_Load();
-    g_observers.realise();
-  }
+    if (--g_shaders_unrealised == 0) {
+        Shaders_Load();
+        g_observers.realise();
+    }
 }
+
 void Shaders_Unrealise()
 {
-  if(++g_shaders_unrealised == 1)
-  {
-    g_observers.unrealise();
-    Shaders_Free();
-  }
+    if (++g_shaders_unrealised == 1) {
+        g_observers.unrealise();
+        Shaders_Free();
+    }
 }
 
-void Shaders_Refresh() 
+void Shaders_Refresh()
 {
-  Shaders_Unrealise();
-  Shaders_Realise();
+    Shaders_Unrealise();
+    Shaders_Realise();
 }
 
-class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver
-{
+class Quake3ShaderSystem : public ShaderSystem, public ModuleObserver {
 public:
-  void realise()
-  {
-    Shaders_Realise();
-  }
-  void unrealise()
-  {
-    Shaders_Unrealise();
-  }
-  void refresh()
-  {
-    Shaders_Refresh();
-  }
-
-  IShader* getShaderForName(const char* name)
-  {
-    return Shader_ForName(name);
-  }
-
-  void foreachShaderName(const ShaderNameCallback& callback)
-  {
-    for(ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i)
+    void realise()
     {
-      callback((*i).first.c_str());
-    }
-  }
-
-  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)
+        Shaders_Realise();
+    }
+
+    void unrealise()
+    {
+        Shaders_Unrealise();
+    }
+
+    void refresh()
     {
-      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;
-  }
+        Shaders_Refresh();
+    }
+
+    IShader *getShaderForName(const char *name)
+    {
+        return Shader_ForName(name);
+    }
+
+    void foreachShaderName(const ShaderNameCallback &callback)
+    {
+        for (ShaderDefinitionMap::const_iterator i = g_shaderDefinitions.begin(); i != g_shaderDefinitions.end(); ++i) {
+            callback((*i).first.c_str());
+        }
+    }
+
+    void beginActiveShadersIterator()
+    {
+        ActiveShaders_IteratorBegin();
+    }
+
+    bool endActiveShadersIterator()
+    {
+        return ActiveShaders_IteratorAtEnd();
+    }
+
+    IShader *dereferenceActiveShadersIterator()
+    {
+        return ActiveShaders_IteratorCurrent();
+    }
+
+    void incrementActiveShadersIterator()
+    {
+        ActiveShaders_IteratorIncrement();
+    }
+
+    void setActiveShadersChangedNotify(const Callback<void()> &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;
 
-ShaderSystemGetShaderSystem()
+ShaderSystem &GetShaderSystem()
 {
-  return g_Quake3ShaderSystem;
+    return g_Quake3ShaderSystem;
 }
 
 void Shaders_Construct()
 {
-  GlobalFileSystem().attach(g_Quake3ShaderSystem);
+    GlobalFileSystem().attach(g_Quake3ShaderSystem);
 }
+
 void Shaders_Destroy()
 {
-  GlobalFileSystem().detach(g_Quake3ShaderSystem);
+    GlobalFileSystem().detach(g_Quake3ShaderSystem);
 
-  if(Shaders_realised())
-  {
-    Shaders_Free();
-  }
+    if (Shaders_realised()) {
+        Shaders_Free();
+    }
 }