]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added R_FrameData_Alloc and Store functions (a per-frame heap allocator
[xonotic/darkplaces.git] / gl_rsurf.c
index df0836a63a88532555c3cb846f3c2b980ac56162..62ffef5f3642ba6e2ee2c2121cdfb05b0d0fb56a 100644 (file)
@@ -23,8 +23,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "r_shadow.h"
 #include "portals.h"
 
-#define MAX_LIGHTMAP_SIZE 256
-
 cvar_t r_ambient = {0, "r_ambient", "0", "brightens map, value is 0-128"};
 cvar_t r_lockpvs = {0, "r_lockpvs", "0", "disables pvs switching, allows you to walk around and inspect what is visible from a given location in the map (anything not visible from your current location will not be drawn)"};
 cvar_t r_lockvisibility = {0, "r_lockvisibility", "0", "disables visibility updates, allows you to walk around and inspect what is visible from a given viewpoint in the map (anything offscreen at the moment this is enabled will not be drawn)"};
@@ -335,6 +333,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
        // called with a batch, so numsurfaces is always 1, and the surfacelist
        // contains only a leaf number for coloring purposes
        const mportal_t *portal = (mportal_t *)ent;
+       qboolean isvis;
        int i, numpoints;
        float *v;
        float vertex3f[POLYGONELEMENTS_MAXPOINTS*3];
@@ -354,14 +353,16 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
        R_Mesh_ResetTextureState();
        R_SetupGenericShader(false);
 
-       i = surfacelist[0];
+       isvis = (portal->here->clusterindex >= 0 && portal->past->clusterindex >= 0 && portal->here->clusterindex != portal->past->clusterindex);
+
+       i = surfacelist[0] >> 1;
        GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
                         ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
                         ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
-                        0.125f);
+                        isvis ? 0.125f : 0.03125f);
        for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
                VectorCopy(portal->points[i].position, v);
-       R_Mesh_Draw(0, numpoints, 0, numpoints - 2, NULL, polygonelements, 0, 0);
+       R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, polygonelement3s, 0, 0);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
@@ -432,7 +433,7 @@ void R_View_WorldVisibility(qboolean forcenovis)
        viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL;
        // if possible fetch the visible cluster bits
        if (!r_lockpvs.integer && model->brush.FatPVS)
-               model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false);
+               model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
 
        if (!r_lockvisibility.integer)
        {
@@ -538,20 +539,49 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
        if (ent->model == NULL)
                return;
        if (ent == r_refdef.scene.worldentity)
-               R_DrawWorldSurfaces(true, true, false, false, false);
+               R_DrawWorldSurfaces(true, true, false, false);
        else
-               R_DrawModelSurfaces(ent, true, true, false, false, false);
+               R_DrawModelSurfaces(ent, true, true, false, false);
 }
 
+extern void R_Water_AddWaterPlane(msurface_t *surface);
 void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
 {
+       int i, j, flagsmask;
        dp_model_t *model = ent->model;
+       msurface_t *surfaces;
        if (model == NULL)
                return;
+
+       if (ent == r_refdef.scene.worldentity)
+               RSurf_ActiveWorldEntity();
+       else
+               RSurf_ActiveModelEntity(ent, false, false);
+
+       surfaces = model->data_surfaces;
+       flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION;
+
+       // add visible surfaces to draw list
        if (ent == r_refdef.scene.worldentity)
-               R_DrawWorldSurfaces(false, false, false, true, false);
+       {
+               for (i = 0;i < model->nummodelsurfaces;i++)
+               {
+                       j = model->sortedmodelsurfaces[i];
+                       if (r_refdef.viewcache.world_surfacevisible[j])
+                               if (surfaces[j].texture->basematerialflags & flagsmask)
+                                       R_Water_AddWaterPlane(surfaces + j);
+               }
+       }
        else
-               R_DrawModelSurfaces(ent, false, false, false, true, false);
+       {
+               for (i = 0;i < model->nummodelsurfaces;i++)
+               {
+                       j = model->sortedmodelsurfaces[i];
+                       if (surfaces[j].texture->basematerialflags & flagsmask)
+                               R_Water_AddWaterPlane(surfaces + j);
+               }
+       }
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
@@ -560,9 +590,9 @@ void R_Q1BSP_Draw(entity_render_t *ent)
        if (model == NULL)
                return;
        if (ent == r_refdef.scene.worldentity)
-               R_DrawWorldSurfaces(false, true, false, false, false);
+               R_DrawWorldSurfaces(false, true, false, false);
        else
-               R_DrawModelSurfaces(ent, false, true, false, false, false);
+               R_DrawModelSurfaces(ent, false, true, false, false);
 }
 
 void R_Q1BSP_DrawDepth(entity_render_t *ent)
@@ -580,9 +610,9 @@ void R_Q1BSP_DrawDepth(entity_render_t *ent)
        R_Mesh_ResetTextureState();
        R_SetupDepthOrShadowShader();
        if (ent == r_refdef.scene.worldentity)
-               R_DrawWorldSurfaces(false, false, true, false, false);
+               R_DrawWorldSurfaces(false, false, true, false);
        else
-               R_DrawModelSurfaces(ent, false, false, true, false, false);
+               R_DrawModelSurfaces(ent, false, false, true, false);
        GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
 }
 
@@ -591,9 +621,9 @@ void R_Q1BSP_DrawDebug(entity_render_t *ent)
        if (ent->model == NULL)
                return;
        if (ent == r_refdef.scene.worldentity)
-               R_DrawWorldSurfaces(false, false, false, false, true);
+               R_DrawWorldSurfaces(false, false, false, true);
        else
-               R_DrawModelSurfaces(ent, false, false, false, false, true);
+               R_DrawModelSurfaces(ent, false, false, false, true);
 }
 
 typedef struct r_q1bsp_getlightinfo_s
@@ -618,10 +648,12 @@ typedef struct r_q1bsp_getlightinfo_s
        const unsigned char *pvs;
        qboolean svbsp_active;
        qboolean svbsp_insertoccluder;
+       int numfrustumplanes;
+       const mplane_t *frustumplanes;
 }
 r_q1bsp_getlightinfo_t;
 
-void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
+static void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
 {
        int sides;
        mleaf_t *leaf;
@@ -632,7 +664,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                //      return;
                if (!plane)
                        break;
-               //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+               //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
                //      return;
                if (plane->type < 3)
                {
@@ -674,7 +706,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                node = node->children[sides - 1];
                }
        }
-       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
+       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, info->numfrustumplanes, info->frustumplanes))
                return;
        leaf = (mleaf_t *)node;
        if (info->svbsp_active)
@@ -721,6 +753,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                int leafsurfaceindex;
                int surfaceindex;
                int triangleindex, t;
+               int currentmaterialflags;
                msurface_t *surface;
                const int *e;
                const vec_t *v[3];
@@ -731,8 +764,9 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                        if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
                        {
                                surface = info->model->data_surfaces + surfaceindex;
+                               currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
                                if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
-                                && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+                                && (!info->svbsp_insertoccluder || !(currentmaterialflags & MATERIALFLAG_NOSHADOW)))
                                {
                                        qboolean addedtris = false;
                                        qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
@@ -745,9 +779,9 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                                {
                                                        if (info->svbsp_insertoccluder)
                                                        {
-                                                               if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
+                                                               if (!(currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
                                                                        continue;
-                                                               if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                                                               if (currentmaterialflags & MATERIALFLAG_NOSHADOW)
                                                                        continue;
                                                                VectorCopy(v[0], v2[0]);
                                                                VectorCopy(v[1], v2[1]);
@@ -766,13 +800,13 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                                                        if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
                                                                                continue;
                                                                }
-                                                               if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+                                                               if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
                                                                {
                                                                        // if the material is double sided we
                                                                        // can't cull by direction
                                                                        SETPVSBIT(info->outlighttrispvs, t);
                                                                        addedtris = true;
-                                                                       if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+                                                                       if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
                                                                                SETPVSBIT(info->outshadowtrispvs, t);
                                                                }
                                                                else if (r_shadow_frontsidecasting.integer)
@@ -784,7 +818,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                                                                continue;
                                                                        SETPVSBIT(info->outlighttrispvs, t);
                                                                        addedtris = true;
-                                                                       if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+                                                                       if (!(currentmaterialflags & MATERIALFLAG_NOSHADOW))
                                                                                SETPVSBIT(info->outshadowtrispvs, t);
                                                                }
                                                                else
@@ -793,7 +827,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                                                        // anything so we can't cull lit polygons
                                                                        SETPVSBIT(info->outlighttrispvs, t);
                                                                        addedtris = true;
-                                                                       if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
+                                                                       if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]) && !(currentmaterialflags & MATERIALFLAG_NOSHADOW))
                                                                                SETPVSBIT(info->outshadowtrispvs, t);
                                                                }
                                                        }
@@ -810,7 +844,7 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
        }
 }
 
-void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
+static void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean use_svbsp)
 {
        if (use_svbsp)
        {
@@ -883,7 +917,7 @@ void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean us
        }
 }
 
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs)
+void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer, unsigned char *outshadowtrispvs, unsigned char *outlighttrispvs, unsigned char *visitingleafpvs, int numfrustumplanes, const mplane_t *frustumplanes)
 {
        r_q1bsp_getlightinfo_t info;
        VectorCopy(relativelightorigin, info.relativelightorigin);
@@ -912,6 +946,8 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        info.outshadowtrispvs = outshadowtrispvs;
        info.outlighttrispvs = outlighttrispvs;
        info.outnumsurfaces = 0;
+       info.numfrustumplanes = numfrustumplanes;
+       info.frustumplanes = frustumplanes;
        VectorCopy(info.relativelightorigin, info.outmins);
        VectorCopy(info.relativelightorigin, info.outmaxs);
        memset(visitingleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
@@ -926,7 +962,7 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
        else
                info.pvs = NULL;
-       R_UpdateAllTextureInfo(ent);
+       RSurf_ActiveWorldEntity();
 
        if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
        {
@@ -944,9 +980,11 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                // optionally using svbsp for exact culling of compiled lights
                // (or if the user enables dlight svbsp culling, which is mostly for
                //  debugging not actual use)
-               R_Q1BSP_CallRecursiveGetLightInfo(&info, r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer);
+               R_Q1BSP_CallRecursiveGetLightInfo(&info, (r_shadow_compilingrtlight ? r_shadow_realtime_world_compilesvbsp.integer : r_shadow_realtime_dlight_svbspculling.integer) != 0);
        }
 
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
+
        // limit combined leaf box to light boundaries
        outmins[0] = max(info.outmins[0] - 1, info.lightmins[0]);
        outmins[1] = max(info.outmins[1] - 1, info.lightmins[1]);
@@ -970,7 +1008,7 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                surface = model->data_surfaces + surfacelist[surfacelistindex];
-               if (surface->texture->currentframe->basematerialflags & MATERIALFLAG_NOSHADOW)
+               if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
                        continue;
                R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs);
        }
@@ -983,13 +1021,12 @@ extern cvar_t r_polygonoffset_submodel_offset;
 void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        dp_model_t *model = ent->model;
-       msurface_t *surface;
+       const msurface_t *surface;
        int modelsurfacelistindex;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
        // check the box in modelspace, it was already checked in worldspace
        if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
                return;
-       R_UpdateAllTextureInfo(ent);
        if (ent->model->brush.submodel)
                GL_PolygonOffset(r_refdef.shadowpolygonfactor + r_polygonoffset_submodel_factor.value, r_refdef.shadowpolygonoffset + r_polygonoffset_submodel_offset.value);
        if (model->brush.shadowmesh)
@@ -998,7 +1035,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightor
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
                                continue;
                        R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
@@ -1012,7 +1049,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightor
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       rsurface.texture = surface->texture->currentframe;
+                       rsurface.texture = R_GetCurrentTexture(surface->texture);
                        if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
                                continue;
                        RSurf_PrepareVerticesForBatch(false, false, 1, &surface);
@@ -1024,25 +1061,90 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightor
                GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
 }
 
+void R_Q1BSP_CompileShadowMap(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
+{
+       dp_model_t *model = ent->model;
+       msurface_t *surface;
+       int surfacelistindex;
+       int sidetotals[6] = { 0, 0, 0, 0, 0, 0 }, sidemasks = 0;
+       int i;
+       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       R_Shadow_PrepareShadowSides(model->brush.shadowmesh->numtriangles);
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               surface = model->data_surfaces + surfacelist[surfacelistindex];
+               sidemasks |= R_Shadow_ChooseSidesFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, &r_shadow_compilingrtlight->matrix_worldtolight, relativelightorigin, relativelightdirection, r_shadow_compilingrtlight->cullmins, r_shadow_compilingrtlight->cullmaxs, surface->mins, surface->maxs, surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW ? NULL : sidetotals);
+       }
+       R_Shadow_ShadowMapFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, numshadowsides, sidetotals, shadowsides, shadowsideslist);
+       r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_shadowmap, false, false, true);
+       r_shadow_compilingrtlight->static_shadowmap_receivers &= sidemasks;
+       for(i = 0;i<6;i++)
+               if(!sidetotals[i])
+                       r_shadow_compilingrtlight->static_shadowmap_casters &= ~(1 << i);
+}
+
+void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
+{
+       dp_model_t *model = ent->model;
+       const msurface_t *surface, *batch[1024];
+       int modelsurfacelistindex, batchsize;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+               return;
+       // identify lit faces within the bounding box
+       for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
+       {
+               surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+               if (surfacesides && !(surfacesides[modelsurfacelistindex] && (1 << side)))
+                       continue;
+               rsurface.texture = R_GetCurrentTexture(surface->texture);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       continue;
+               if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+                       continue;
+               r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+               r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+               batch[0] = surface;
+               batchsize = 1;
+               while(++modelsurfacelistindex < modelnumsurfaces && batchsize < (int)(sizeof(batch)/sizeof(batch[0])))
+               {
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
+                               continue;
+                       if (surface->texture != batch[0]->texture)
+                               break;
+                       if (!BoxesOverlap(lightmins, lightmaxs, surface->mins, surface->maxs))
+                               continue;
+                       r_refdef.stats.lights_dynamicshadowtriangles += surface->num_triangles;
+                       r_refdef.stats.lights_shadowtriangles += surface->num_triangles;
+                       batch[batchsize++] = surface;
+               }
+               --modelsurfacelistindex;
+               GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
+               RSurf_PrepareVerticesForBatch(false, false, batchsize, batch);
+               RSurf_DrawBatch_Simple(batchsize, batch);
+               GL_LockArrays(0, 0);
+       }
+}
+
 #define BATCHSIZE 1024
 
 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
        int i, j, endsurface;
        texture_t *t;
-       msurface_t *surface;
+       const msurface_t *surface;
        // note: in practice this never actually receives batches), oh well
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(rtlight);
-       R_Shadow_RenderMode_Lighting(false, true);
+       R_Shadow_RenderMode_Lighting(false, true, false);
        R_Shadow_SetupEntityLight(ent);
        for (i = 0;i < numsurfaces;i = j)
        {
                j = i + 1;
                surface = rsurface.modelsurfaces + surfacelist[i];
                t = surface->texture;
-               R_UpdateTextureInfo(ent, t);
-               rsurface.texture = t->currentframe;
+               rsurface.texture = R_GetCurrentTexture(t);
                endsurface = min(j + BATCHSIZE, numsurfaces);
                for (j = i;j < endsurface;j++)
                {
@@ -1061,7 +1163,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
 void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
 {
        dp_model_t *model = ent->model;
-       msurface_t *surface;
+       const msurface_t *surface;
        int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
        qboolean usebufferobject, culltriangles;
        const int *element3i;
@@ -1069,7 +1171,6 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
        int batchelements[BATCHSIZE*3];
        texture_t *tex;
        CHECKGLERROR
-       R_UpdateAllTextureInfo(ent);
        culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
        element3i = rsurface.modelelement3i;
        // this is a double loop because non-visible surface skipping has to be
@@ -1097,7 +1198,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                {
                        surface = batchsurfacelist[k];
                        tex = surface->texture;
-                       rsurface.texture = tex->currentframe;
+                       rsurface.texture = R_GetCurrentTexture(tex);
                        // gather surfaces into a batch range
                        for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
                                ;
@@ -1188,7 +1289,8 @@ void R_ReplaceWorldTexture (void)
        skinframe_t *skinframe;
        if (!r_refdef.scene.worldmodel)
        {
-               Con_Printf("There is no worldmodel\n");
+               if (gamemode != GAME_BLOODOMNICIDE)
+                       Con_Printf("There is no worldmodel\n");
                return;
        }
        m = r_refdef.scene.worldmodel;
@@ -1201,7 +1303,8 @@ void R_ReplaceWorldTexture (void)
        }
        if(!cl.islocalgame || !cl.worldmodel)
        {
-               Con_Print("This command works only in singleplayer\n");
+               if (gamemode != GAME_BLOODOMNICIDE)
+                       Con_Print("This command works only in singleplayer\n");
                return;
        }
        r = Cmd_Argv(1);
@@ -1217,11 +1320,13 @@ void R_ReplaceWorldTexture (void)
 //                             t->skinframes[0] = skinframe;
                                t->currentskinframe = skinframe;
                                t->currentskinframe = skinframe;
-                               Con_Printf("%s replaced with %s\n", r, newt);
+                               if (gamemode != GAME_BLOODOMNICIDE)
+                                       Con_Printf("%s replaced with %s\n", r, newt);
                        }
                        else
                        {
-                               Con_Printf("%s was not found\n", newt);
+                               if (gamemode != GAME_BLOODOMNICIDE)
+                                       Con_Printf("%s was not found\n", newt);
                                return;
                        }
                }