]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
convert lightmaps to sRGB for nice sRGB support
[xonotic/darkplaces.git] / gl_rsurf.c
index 6f77b47fe094faac5cb1781d06d3aee1efc656c8..aad5344bf2eb22830e75e95a855c42112164c537 100644 (file)
@@ -22,14 +22,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "portals.h"
-
-#define MAX_LIGHTMAP_SIZE 256
+#include "csprogs.h"
+#include "image.h"
 
 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)"};
-cvar_t r_useportalculling = {0, "r_useportalculling", "1", "use advanced portal culling visibility method to improve performance over just Potentially Visible Set, provides an even more significant speed improvement in unvised maps"};
+cvar_t r_useportalculling = {0, "r_useportalculling", "2", "improve framerate with r_novis 1 by using portal culling - still not as good as compiled visibility data in the map, but it helps (a value of 2 forces use of this even with vis data, which improves framerates in maps without too much complexity, but hurts in extremely complex maps, which is why 2 is not the default mode)"};
+cvar_t r_usesurfaceculling = {0, "r_usesurfaceculling", "1", "skip off-screen surfaces (1 = cull surfaces if the map is likely to benefit, 2 = always cull surfaces)"};
 cvar_t r_q3bsp_renderskydepth = {0, "r_q3bsp_renderskydepth", "0", "draws sky depth masking in q3 maps (as in q1 maps), this means for example that sky polygons can hide other things"};
+extern cvar_t vid_sRGB;
 
 /*
 ===============
@@ -43,7 +45,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        int smax, tmax, i, size, size3, maps, l;
        int *bl, scale;
        unsigned char *lightmap, *out, *stain;
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        int *intblocklights;
        unsigned char *templight;
 
@@ -52,12 +54,15 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        size = smax*tmax;
        size3 = size*3;
 
+       r_refdef.stats.lightmapupdatepixels += size;
+       r_refdef.stats.lightmapupdates++;
+
        if (cl.buildlightmapmemorysize < size*sizeof(int[3]))
        {
                cl.buildlightmapmemorysize = size*sizeof(int[3]);
                if (cl.buildlightmapmemory)
                        Mem_Free(cl.buildlightmapmemory);
-               cl.buildlightmapmemory = Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
+               cl.buildlightmapmemory = (unsigned char *) Mem_Alloc(cls.levelmempool, cl.buildlightmapmemorysize);
        }
 
        // these both point at the same buffer, templight is only used for final
@@ -66,7 +71,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        templight = (unsigned char *)cl.buildlightmapmemory;
 
        // update cached lighting info
-       surface->cached_dlight = 0;
+       model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
 
        lightmap = surface->lightmapinfo->samples;
 
@@ -85,7 +90,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
 // add all the lightmaps
                if (lightmap)
                        for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3)
-                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
+                               for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size3;i++)
                                        bl[i] += lightmap[i] * scale;
        }
 
@@ -96,27 +101,30 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        // scaling, and remaps the 0-65536 (2x overbright) to 0-256, it will
        // be doubled during rendering to achieve 2x overbright
        // (0 = 0.0, 128 = 1.0, 256 = 2.0)
-       if (model->brushq1.lightmaprgba)
+       if (stain)
        {
-               for (i = 0;i < size;i++)
+               for (i = 0;i < size;i++, bl += 3, stain += 3, out += 4)
                {
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       *out++ = 255;
+                       l = (bl[0] * stain[0]) >> 16;out[2] = min(l, 255);
+                       l = (bl[1] * stain[1]) >> 16;out[1] = min(l, 255);
+                       l = (bl[2] * stain[2]) >> 16;out[0] = min(l, 255);
+                       out[3] = 255;
                }
        }
        else
        {
-               for (i = 0;i < size;i++)
+               for (i = 0;i < size;i++, bl += 3, out += 4)
                {
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
-                       l = (*bl++ * *stain++) >> 16;*out++ = min(l, 255);
+                       l = bl[0] >> 8;out[2] = min(l, 255);
+                       l = bl[1] >> 8;out[1] = min(l, 255);
+                       l = bl[2] >> 8;out[0] = min(l, 255);
+                       out[3] = 255;
                }
        }
 
-       R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+       if(vid_sRGB.integer && !vid.sRGBcapable3D)
+               Image_MakesRGBColorsFromLinear(templight, templight, size);
+       R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
 
        // update the surface's deluxemap if it has one
        if (surface->deluxemaptexture != r_texture_blanknormalmap)
@@ -132,7 +140,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
                {
                        for (maps = 0;maps < MAXLIGHTMAPS && surface->lightmapinfo->styles[maps] != 255;maps++, lightmap += size3, normalmap += size3)
                        {
-                               for (scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
+                               for (scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[maps]], i = 0;i < size;i++)
                                {
                                        // add the normalmap with weighting proportional to the style's lightmap intensity
                                        l = (int)(VectorLength(lightmap + i*3) * scale);
@@ -145,34 +153,20 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
                bl = intblocklights;
                out = templight;
                // we simply renormalize the weighted normals to get a valid deluxemap
-               if (model->brushq1.lightmaprgba)
+               for (i = 0;i < size;i++, bl += 3, out += 4)
                {
-                       for (i = 0;i < size;i++, bl += 3)
-                       {
-                               VectorCopy(bl, n);
-                               VectorNormalize(n);
-                               l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
-                               l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
-                               l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
-                               *out++ = 255;
-                       }
-               }
-               else
-               {
-                       for (i = 0;i < size;i++, bl += 3)
-                       {
-                               VectorCopy(bl, n);
-                               VectorNormalize(n);
-                               l = (int)(n[0] * 128 + 128);*out++ = bound(0, l, 255);
-                               l = (int)(n[1] * 128 + 128);*out++ = bound(0, l, 255);
-                               l = (int)(n[2] * 128 + 128);*out++ = bound(0, l, 255);
-                       }
+                       VectorCopy(bl, n);
+                       VectorNormalize(n);
+                       l = (int)(n[0] * 128 + 128);out[2] = bound(0, l, 255);
+                       l = (int)(n[1] * 128 + 128);out[1] = bound(0, l, 255);
+                       l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
+                       out[3] = 255;
                }
-               R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+               R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
        }
 }
 
-void R_StainNode (mnode_t *node, model_t *model, const vec3_t origin, float radius, const float fcolor[8])
+void R_StainNode (mnode_t *node, dp_model_t *model, const vec3_t origin, float radius, const float fcolor[8])
 {
        float ndist, a, ratio, maxdist, maxdist2, maxdist3, invradius, sdtable[256], td, dist2;
        msurface_t *surface, *endsurface;
@@ -226,7 +220,7 @@ loc0:
                        s = bound(0, impacts, smax * 16) - impacts;
                        t = bound(0, impactt, tmax * 16) - impactt;
                        i = (int)(s * s + t * t + dist2);
-                       if (i > maxdist)
+                       if ((i > maxdist) || (smax > (int)(sizeof(sdtable)/sizeof(sdtable[0])))) // smax overflow fix from Andreas Dehmel
                                continue;
 
                        // reduce calculations
@@ -269,7 +263,7 @@ loc0:
                        }
                        // force lightmap upload
                        if (stained)
-                               surface->cached_dlight = true;
+                               model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
                }
        }
 
@@ -299,9 +293,9 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        int n;
        float fcolor[8];
        entity_render_t *ent;
-       model_t *model;
+       dp_model_t *model;
        vec3_t org;
-       if (r_refdef.worldmodel == NULL || !r_refdef.worldmodel->brush.data_nodes || !r_refdef.worldmodel->brushq1.lightdata)
+       if (r_refdef.scene.worldmodel == NULL || !r_refdef.scene.worldmodel->brush.data_nodes || !r_refdef.scene.worldmodel->brushq1.lightdata)
                return;
        fcolor[0] = cr1;
        fcolor[1] = cg1;
@@ -312,7 +306,7 @@ void R_Stain (const vec3_t origin, float radius, int cr1, int cg1, int cb1, int
        fcolor[6] = cb2 - cb1;
        fcolor[7] = (ca2 - ca1) * (1.0f / 64.0f);
 
-       R_StainNode(r_refdef.worldmodel->brush.data_nodes + r_refdef.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.worldmodel, origin, radius, fcolor);
+       R_StainNode(r_refdef.scene.worldmodel->brush.data_nodes + r_refdef.scene.worldmodel->brushq1.hulls[0].firstclipnode, r_refdef.scene.worldmodel, origin, radius, fcolor);
 
        // look for embedded bmodels
        for (n = 0;n < cl.num_brushmodel_entities;n++)
@@ -345,6 +339,7 @@ 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];
@@ -352,24 +347,27 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
+       GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
        GL_DepthTest(true);
        GL_CullFace(GL_NONE);
-       R_Mesh_Matrix(&identitymatrix);
+       R_EntityMatrix(&identitymatrix);
 
        numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
 
-       R_Mesh_VertexPointer(vertex3f, 0, 0);
-       R_Mesh_ColorPointer(NULL, 0, 0);
-       R_Mesh_ResetTextureState();
+//     R_Mesh_ResetTextureState();
 
-       i = surfacelist[0];
-       GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
-                        ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
-                        ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
-                        0.125f);
+       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,
+                        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, numpoints - 2, polygonelements, 0, 0);
+       R_Mesh_PrepareVertices_Generic_Arrays(numpoints, vertex3f, NULL, NULL);
+       R_SetupShader_Generic_NoTexture(false, false);
+       R_Mesh_Draw(0, numpoints, 0, numpoints - 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
@@ -378,15 +376,15 @@ void R_DrawPortals(void)
        int i, leafnum;
        mportal_t *portal;
        float center[3], f;
-       model_t *model = r_refdef.worldmodel;
+       dp_model_t *model = r_refdef.scene.worldmodel;
        if (model == NULL)
                return;
-       for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++)
+       for (leafnum = 0;leafnum < r_refdef.scene.worldmodel->brush.num_leafs;leafnum++)
        {
-               if (r_viewcache.world_leafvisible[leafnum])
+               if (r_refdef.viewcache.world_leafvisible[leafnum])
                {
                        //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++)
-                       for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
+                       for (portal = r_refdef.scene.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next)
                        {
                                if (portal->numpoints <= POLYGONELEMENTS_MAXPOINTS)
                                if (!R_CullBox(portal->mins, portal->maxs))
@@ -403,54 +401,103 @@ void R_DrawPortals(void)
        }
 }
 
-void R_View_WorldVisibility(void)
+static void R_View_WorldVisibility_CullSurfaces(void)
+{
+       int surfaceindex;
+       int surfaceindexstart;
+       int surfaceindexend;
+       unsigned char *surfacevisible;
+       msurface_t *surfaces;
+       dp_model_t *model = r_refdef.scene.worldmodel;
+       if (!model)
+               return;
+       if (r_trippy.integer)
+               return;
+       if (r_usesurfaceculling.integer < 1)
+               return;
+       surfaceindexstart = model->firstmodelsurface;
+       surfaceindexend = surfaceindexstart + model->nummodelsurfaces;
+       surfaces = model->data_surfaces;
+       surfacevisible = r_refdef.viewcache.world_surfacevisible;
+       for (surfaceindex = surfaceindexstart;surfaceindex < surfaceindexend;surfaceindex++)
+               if (surfacevisible[surfaceindex] && R_CullBox(surfaces[surfaceindex].mins, surfaces[surfaceindex].maxs))
+                       surfacevisible[surfaceindex] = 0;
+}
+
+void R_View_WorldVisibility(qboolean forcenovis)
 {
        int i, j, *mark;
        mleaf_t *leaf;
        mleaf_t *viewleaf;
-       model_t *model = r_refdef.worldmodel;
+       dp_model_t *model = r_refdef.scene.worldmodel;
 
        if (!model)
                return;
 
+       if (r_refdef.view.usecustompvs)
+       {
+               // clear the visible surface and leaf flags arrays
+               memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+               memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
+               r_refdef.viewcache.world_novis = false;
+
+               // simply cull each marked leaf to the frustum (view pyramid)
+               for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
+               {
+                       // if leaf is in current pvs and on the screen, mark its surfaces
+                       if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                       {
+                               r_refdef.stats.world_leafs++;
+                               r_refdef.viewcache.world_leafvisible[j] = true;
+                               if (leaf->numleafsurfaces)
+                                       for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
+                                               r_refdef.viewcache.world_surfacevisible[*mark] = true;
+                       }
+               }
+               R_View_WorldVisibility_CullSurfaces();
+               return;
+       }
+
        // if possible find the leaf the view origin is in
-       viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL;
+       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_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits));
+               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)
        {
                // clear the visible surface and leaf flags arrays
-               memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces);
-               memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs);
+               memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces);
+               memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs);
 
-               r_viewcache.world_novis = false;
+               r_refdef.viewcache.world_novis = false;
 
                // if floating around in the void (no pvs data available, and no
                // portals available), simply use all on-screen leafs.
-               if (!viewleaf || viewleaf->clusterindex < 0)
+               if (!viewleaf || viewleaf->clusterindex < 0 || forcenovis || r_trippy.integer)
                {
                        // no visibility method: (used when floating around in the void)
                        // simply cull each leaf to the frustum (view pyramid)
                        // similar to quake's RecursiveWorldNode but without cache misses
-                       r_viewcache.world_novis = true;
+                       r_refdef.viewcache.world_novis = true;
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                // if leaf is in current pvs and on the screen, mark its surfaces
                                if (!R_CullBox(leaf->mins, leaf->maxs))
                                {
                                        r_refdef.stats.world_leafs++;
-                                       r_viewcache.world_leafvisible[j] = true;
+                                       r_refdef.viewcache.world_leafvisible[j] = true;
                                        if (leaf->numleafsurfaces)
                                                for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                                       r_viewcache.world_surfacevisible[*mark] = true;
+                                                       r_refdef.viewcache.world_surfacevisible[*mark] = true;
                                }
                        }
                }
-               // if the user prefers to disable portal culling (testing?), simply
-               // use all on-screen leafs that are in the pvs.
-               else if (!r_useportalculling.integer)
+               // just check if each leaf in the PVS is on screen
+               // (unless portal culling is enabled)
+               else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
                {
                        // pvs method:
                        // simply check if each leaf is in the Potentially Visible Set,
@@ -458,18 +505,20 @@ void R_View_WorldVisibility(void)
                        // similar to quake's RecursiveWorldNode but without cache misses
                        for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++)
                        {
+                               if (leaf->clusterindex < 0)
+                                       continue;
                                // if leaf is in current pvs and on the screen, mark its surfaces
-                               if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
+                               if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs))
                                {
                                        r_refdef.stats.world_leafs++;
-                                       r_viewcache.world_leafvisible[j] = true;
+                                       r_refdef.viewcache.world_leafvisible[j] = true;
                                        if (leaf->numleafsurfaces)
                                                for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                                       r_viewcache.world_surfacevisible[*mark] = true;
+                                                       r_refdef.viewcache.world_surfacevisible[*mark] = true;
                                }
                        }
                }
-               // otherwise use a recursive portal flow, culling each portal to
+               // if desired use a recursive portal flow, culling each portal to
                // frustum and checking if the leaf the portal leads to is in the pvs
                else
                {
@@ -488,14 +537,16 @@ void R_View_WorldVisibility(void)
                        while (leafstackpos)
                        {
                                leaf = leafstack[--leafstackpos];
-                               if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs])
+                               if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs])
+                                       continue;
+                               if (leaf->clusterindex < 0)
                                        continue;
                                r_refdef.stats.world_leafs++;
-                               r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
+                               r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
                                // mark any surfaces bounding this leaf
                                if (leaf->numleafsurfaces)
                                        for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++)
-                                               r_viewcache.world_surfacevisible[*mark] = true;
+                                               r_refdef.viewcache.world_surfacevisible[*mark] = true;
                                // follow portals into other leafs
                                // the checks are:
                                // if viewer is behind portal (portal faces outward into the scene)
@@ -506,9 +557,9 @@ void R_View_WorldVisibility(void)
                                for (p = leaf->portals;p;p = p->next)
                                {
                                        r_refdef.stats.world_portals++;
-                                       if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1)
-                                        && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs]
-                                        && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex)
+                                       if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
+                                        && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
+                                        && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
                                         && !R_CullBox(p->mins, p->maxs)
                                         && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
                                                leafstack[leafstackpos++] = p->past;
@@ -516,48 +567,124 @@ void R_View_WorldVisibility(void)
                        }
                }
        }
+
+        R_View_WorldVisibility_CullSurfaces();
 }
 
 void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       if (ent == r_refdef.worldentity)
-               R_DrawWorldSurfaces(true, true, false);
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(true, true, false, false, false);
        else
-               R_DrawModelSurfaces(ent, true, true, false);
+               R_DrawModelSurfaces(ent, true, true, false, false, false);
+}
+
+extern void R_Water_AddWaterPlane(msurface_t *surface, int entno);
+void R_Q1BSP_DrawAddWaterPlanes(entity_render_t *ent)
+{
+       int i, j, n, 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, true, false, false);
+
+       surfaces = model->data_surfaces;
+       flagsmask = MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA;
+
+       // add visible surfaces to draw list
+       if (ent == r_refdef.scene.worldentity)
+       {
+               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, 0);
+               }
+       }
+       else
+       {
+               if(ent->entitynumber >= MAX_EDICTS) // && CL_VM_TransformView(ent->entitynumber - MAX_EDICTS, NULL, NULL, NULL))
+                       n = ent->entitynumber;
+               else
+                       n = 0;
+               for (i = 0;i < model->nummodelsurfaces;i++)
+               {
+                       j = model->sortedmodelsurfaces[i];
+                       if (surfaces[j].texture->basematerialflags & flagsmask)
+                               R_Water_AddWaterPlane(surfaces + j, n);
+               }
+       }
+       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        if (model == NULL)
                return;
-       if (ent == r_refdef.worldentity)
-               R_DrawWorldSurfaces(false, true, false);
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(false, true, false, false, false);
        else
-               R_DrawModelSurfaces(ent, false, true, false);
+               R_DrawModelSurfaces(ent, false, true, false, false, false);
 }
 
 void R_Q1BSP_DrawDepth(entity_render_t *ent)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        if (model == NULL)
                return;
-       if (ent == r_refdef.worldentity)
-               R_DrawWorldSurfaces(false, false, true);
+       GL_ColorMask(0,0,0,0);
+       GL_Color(1,1,1,1);
+       GL_DepthTest(true);
+       GL_BlendFunc(GL_ONE, GL_ZERO);
+       GL_DepthMask(true);
+//     R_Mesh_ResetTextureState();
+       R_SetupShader_DepthOrShadow(false);
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(false, false, true, false, false);
        else
-               R_DrawModelSurfaces(ent, false, false, true);
+               R_DrawModelSurfaces(ent, false, false, true, false, false);
+       GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
+}
+
+void R_Q1BSP_DrawDebug(entity_render_t *ent)
+{
+       if (ent->model == NULL)
+               return;
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(false, false, false, true, false);
+       else
+               R_DrawModelSurfaces(ent, false, false, false, true, false);
+}
+
+void R_Q1BSP_DrawPrepass(entity_render_t *ent)
+{
+       dp_model_t *model = ent->model;
+       if (model == NULL)
+               return;
+       if (ent == r_refdef.scene.worldentity)
+               R_DrawWorldSurfaces(false, true, false, false, true);
+       else
+               R_DrawModelSurfaces(ent, false, true, false, false, true);
 }
 
 typedef struct r_q1bsp_getlightinfo_s
 {
-       model_t *model;
+       dp_model_t *model;
        vec3_t relativelightorigin;
        float lightradius;
        int *outleaflist;
        unsigned char *outleafpvs;
        int outnumleafs;
+       unsigned char *visitingleafpvs;
        int *outsurfacelist;
        unsigned char *outsurfacepvs;
        unsigned char *tempsurfacepvs;
@@ -571,231 +698,441 @@ 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)
+#define GETLIGHTINFO_MAXNODESTACK 4096
+
+static void R_Q1BSP_RecursiveGetLightInfo_BSP(r_q1bsp_getlightinfo_t *info, qboolean skipsurfaces)
 {
+       // nodestack
+       mnode_t *nodestack[GETLIGHTINFO_MAXNODESTACK];
+       int nodestackpos = 0;
+       // node processing
+       mplane_t *plane;
+       mnode_t *node;
        int sides;
+       // leaf processing
        mleaf_t *leaf;
-       for (;;)
+       const msurface_t *surface;
+       const msurface_t *surfaces = info->model->data_surfaces;
+       int numleafsurfaces;
+       int leafsurfaceindex;
+       int surfaceindex;
+       int triangleindex, t;
+       int currentmaterialflags;
+       qboolean castshadow;
+       const int *e;
+       const vec_t *v[3];
+       float v2[3][3];
+       qboolean insidebox;
+       qboolean frontsidecasting = r_shadow_frontsidecasting.integer != 0;
+       qboolean svbspactive = info->svbsp_active;
+       qboolean svbspinsertoccluder = info->svbsp_insertoccluder;
+       const int *leafsurfaceindices;
+       qboolean addedtris;
+       int i;
+       mportal_t *portal;
+       static float points[128][3];
+       // push the root node onto our nodestack
+       nodestack[nodestackpos++] = info->model->brush.data_nodes;
+       // we'll be done when the nodestack is empty
+       while (nodestackpos)
        {
-               mplane_t *plane = node->plane;
-               //if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
-               //      return;
-               if (!plane)
-                       break;
-               //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
-               //      return;
-               if (plane->type < 3)
+               // get a node from the stack to process
+               node = nodestack[--nodestackpos];
+               // is it a node or a leaf?
+               plane = node->plane;
+               if (plane)
                {
-                       if (info->lightmins[plane->type] > plane->dist)
-                               node = node->children[0];
-                       else if (info->lightmaxs[plane->type] < plane->dist)
-                               node = node->children[1];
-                       else if (info->relativelightorigin[plane->type] >= plane->dist)
+                       // node
+#if 0
+                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+                               continue;
+#endif
+#if 0
+                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+                               continue;
+#endif
+                       // axial planes can be processed much more quickly
+                       if (plane->type < 3)
                        {
-                               R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
-                               node = node->children[1];
+                               // axial plane
+                               if (info->lightmins[plane->type] > plane->dist)
+                                       nodestack[nodestackpos++] = node->children[0];
+                               else if (info->lightmaxs[plane->type] < plane->dist)
+                                       nodestack[nodestackpos++] = node->children[1];
+                               else
+                               {
+                                       // recurse front side first because the svbsp building prefers it
+                                       if (info->relativelightorigin[plane->type] >= plane->dist)
+                                       {
+                                               if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+                                                       nodestack[nodestackpos++] = node->children[0];
+                                               nodestack[nodestackpos++] = node->children[1];
+                                       }
+                                       else
+                                       {
+                                               if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+                                                       nodestack[nodestackpos++] = node->children[1];
+                                               nodestack[nodestackpos++] = node->children[0];
+                                       }
+                               }
                        }
                        else
                        {
-                               R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
-                               node = node->children[0];
+                               // sloped plane
+                               sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+                               switch (sides)
+                               {
+                               default:
+                                       continue; // ERROR: NAN bounding box!
+                               case 1:
+                                       nodestack[nodestackpos++] = node->children[0];
+                                       break;
+                               case 2:
+                                       nodestack[nodestackpos++] = node->children[1];
+                                       break;
+                               case 3:
+                                       // recurse front side first because the svbsp building prefers it
+                                       if (PlaneDist(info->relativelightorigin, plane) >= 0)
+                                       {
+                                               if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+                                                       nodestack[nodestackpos++] = node->children[0];
+                                               nodestack[nodestackpos++] = node->children[1];
+                                       }
+                                       else
+                                       {
+                                               if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+                                                       nodestack[nodestackpos++] = node->children[1];
+                                               nodestack[nodestackpos++] = node->children[0];
+                                       }
+                                       break;
+                               }
                        }
                }
                else
                {
-                       sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
-                       if (sides == 3)
+                       // leaf
+                       leaf = (mleaf_t *)node;
+#if 1
+                       if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
+                               continue;
+#endif
+#if 1
+                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+                               continue;
+#endif
+#if 1
+                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+                               continue;
+#endif
+
+                       if (svbspactive)
                        {
-                               // recurse front side first because the svbsp building prefers it
-                               if (PlaneDist(info->relativelightorigin, plane) >= 0)
+                               // we can occlusion test the leaf by checking if all of its portals
+                               // are occluded (unless the light is in this leaf - but that was
+                               // already handled by the caller)
+                               for (portal = leaf->portals;portal;portal = portal->next)
                                {
-                                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
-                                       node = node->children[1];
+                                       for (i = 0;i < portal->numpoints;i++)
+                                               VectorCopy(portal->points[i].position, points[i]);
+                                       if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
+                                               break;
                                }
-                               else
+                               if (leaf->portals && portal == NULL)
+                                       continue; // no portals of this leaf visible
+                       }
+
+                       // add this leaf to the reduced light bounds
+                       info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
+                       info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
+                       info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
+                       info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
+                       info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
+                       info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
+
+                       // mark this leaf as being visible to the light
+                       if (info->outleafpvs)
+                       {
+                               int leafindex = leaf - info->model->brush.data_leafs;
+                               if (!CHECKPVSBIT(info->outleafpvs, leafindex))
                                {
-                                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
-                                       node = node->children[0];
+                                       SETPVSBIT(info->outleafpvs, leafindex);
+                                       info->outleaflist[info->outnumleafs++] = leafindex;
                                }
                        }
-                       else if (sides == 0)
-                               return; // ERROR: NAN bounding box!
-                       else
-                               node = node->children[sides - 1];
-               }
-       }
-       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rsurface.rtlight_numfrustumplanes, rsurface.rtlight_frustumplanes))
-               return;
-       leaf = (mleaf_t *)node;
-       if (info->svbsp_active)
-       {
-               int i;
-               mportal_t *portal;
-               double points[128][3];
-               for (portal = leaf->portals;portal;portal = portal->next)
-               {
-                       for (i = 0;i < portal->numpoints;i++)
-                               VectorCopy(portal->points[i].position, points[i]);
-                       if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
-                               break;
-               }
-               if (portal == NULL)
-                       return; // no portals of this leaf visible
-       }
-       else
-       {
-               if (r_shadow_frontsidecasting.integer && info->pvs != NULL && !CHECKPVSBIT(info->pvs, leaf->clusterindex))
-                       return;
-       }
-       // inserting occluders does not alter the leaf info
-       if (!info->svbsp_insertoccluder)
-       {
-               info->outmins[0] = min(info->outmins[0], leaf->mins[0]);
-               info->outmins[1] = min(info->outmins[1], leaf->mins[1]);
-               info->outmins[2] = min(info->outmins[2], leaf->mins[2]);
-               info->outmaxs[0] = max(info->outmaxs[0], leaf->maxs[0]);
-               info->outmaxs[1] = max(info->outmaxs[1], leaf->maxs[1]);
-               info->outmaxs[2] = max(info->outmaxs[2], leaf->maxs[2]);
-               if (info->outleafpvs)
-               {
-                       int leafindex = leaf - info->model->brush.data_leafs;
-                       if (!CHECKPVSBIT(info->outleafpvs, leafindex))
+
+                       // when using BIH, we skip the surfaces here
+                       if (skipsurfaces)
+                               continue;
+
+                       // iterate the surfaces linked by this leaf and check their triangles
+                       leafsurfaceindices = leaf->firstleafsurface;
+                       numleafsurfaces = leaf->numleafsurfaces;
+                       if (svbspinsertoccluder)
                        {
-                               SETPVSBIT(info->outleafpvs, leafindex);
-                               info->outleaflist[info->outnumleafs++] = leafindex;
+                               for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
+                               {
+                                       surfaceindex = leafsurfaceindices[leafsurfaceindex];
+                                       if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                                               continue;
+                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                       surface = surfaces + surfaceindex;
+                                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+                                               continue;
+                                       currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                                       castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                                       if (!castshadow)
+                                               continue;
+                                       insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+                                       for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
+                                       {
+                                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                               VectorCopy(v[0], v2[0]);
+                                               VectorCopy(v[1], v2[1]);
+                                               VectorCopy(v[2], v2[2]);
+                                               if (insidebox || TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+                                                       SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+                                       }
+                               }
                        }
-               }
-       }
-       if (info->outsurfacepvs)
-       {
-               int leafsurfaceindex;
-               int surfaceindex;
-               int triangleindex, t;
-               msurface_t *surface;
-               const int *e;
-               const vec_t *v[3];
-               double v2[3][3];
-               for (leafsurfaceindex = 0;leafsurfaceindex < leaf->numleafsurfaces;leafsurfaceindex++)
-               {
-                       surfaceindex = leaf->firstleafsurface[leafsurfaceindex];
-                       if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                       else
                        {
-                               surface = info->model->data_surfaces + surfaceindex;
-                               if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
-                                && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
+                               for (leafsurfaceindex = 0;leafsurfaceindex < numleafsurfaces;leafsurfaceindex++)
                                {
-                                       qboolean addedtris = false;
-                                       qboolean insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
+                                       surfaceindex = leafsurfaceindices[leafsurfaceindex];
+                                       if (CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                                               continue;
+                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                       surface = surfaces + surfaceindex;
+                                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs))
+                                               continue;
+                                       addedtris = false;
+                                       currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                                       castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                                       insidebox = BoxInsideBox(surface->mins, surface->maxs, info->lightmins, info->lightmaxs);
                                        for (triangleindex = 0, t = surface->num_firstshadowmeshtriangle, e = info->model->brush.shadowmesh->element3i + t * 3;triangleindex < surface->num_triangles;triangleindex++, t++, e += 3)
                                        {
                                                v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
                                                v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
                                                v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                               if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
+                                               VectorCopy(v[0], v2[0]);
+                                               VectorCopy(v[1], v2[1]);
+                                               VectorCopy(v[2], v2[2]);
+                                               if (!insidebox && !TriangleOverlapsBox(v2[0], v2[1], v2[2], info->lightmins, info->lightmaxs))
+                                                       continue;
+                                               if (svbspactive && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+                                                       continue;
+                                               // we don't omit triangles from lighting even if they are
+                                               // backfacing, because when using shadowmapping they are often
+                                               // not fully occluded on the horizon of an edge
+                                               SETPVSBIT(info->outlighttrispvs, t);
+                                               addedtris = true;
+                                               if (castshadow)
                                                {
-                                                       if (info->svbsp_insertoccluder)
+                                                       if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+                                                       {
+                                                               // if the material is double sided we
+                                                               // can't cull by direction
+                                                               SETPVSBIT(info->outshadowtrispvs, t);
+                                                       }
+                                                       else if (frontsidecasting)
                                                        {
-                                                               if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE) && r_shadow_frontsidecasting.integer != PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
-                                                                       continue;
-                                                               if (surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)
-                                                                       continue;
-                                                               VectorCopy(v[0], v2[0]);
-                                                               VectorCopy(v[1], v2[1]);
-                                                               VectorCopy(v[2], v2[2]);
-                                                               if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
-                                                                       continue;
-                                                               addedtris = true;
+                                                               // front side casting occludes backfaces,
+                                                               // so they are completely useless as both
+                                                               // casters and lit polygons
+                                                               if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                                       SETPVSBIT(info->outshadowtrispvs, t);
                                                        }
                                                        else
                                                        {
-                                                               if (info->svbsp_active)
-                                                               {
-                                                                       VectorCopy(v[0], v2[0]);
-                                                                       VectorCopy(v[1], v2[1]);
-                                                                       VectorCopy(v[2], v2[2]);
-                                                                       if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
-                                                                               continue;
-                                                               }
-                                                               if (surface->texture->currentframe->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))
-                                                                               SETPVSBIT(info->outshadowtrispvs, t);
-                                                               }
-                                                               else if (r_shadow_frontsidecasting.integer)
-                                                               {
-                                                                       // front side casting occludes backfaces,
-                                                                       // so they are completely useless as both
-                                                                       // casters and lit polygons
-                                                                       if (!PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
-                                                                               continue;
-                                                                       SETPVSBIT(info->outlighttrispvs, t);
-                                                                       addedtris = true;
-                                                                       if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW))
-                                                                               SETPVSBIT(info->outshadowtrispvs, t);
-                                                               }
-                                                               else
-                                                               {
-                                                                       // back side casting does not occlude
-                                                                       // 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))
-                                                                               SETPVSBIT(info->outshadowtrispvs, t);
-                                                               }
+                                                               // back side casting does not occlude
+                                                               // anything so we can't cull lit polygons
+                                                               if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                                       SETPVSBIT(info->outshadowtrispvs, t);
                                                        }
                                                }
                                        }
                                        if (addedtris)
-                                       {
-                                               SETPVSBIT(info->outsurfacepvs, surfaceindex);
                                                info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                               }
+                       }
+               }
+       }
+}
+
+static void R_Q1BSP_RecursiveGetLightInfo_BIH(r_q1bsp_getlightinfo_t *info, const bih_t *bih)
+{
+       bih_leaf_t *leaf;
+       bih_node_t *node;
+       int nodenum;
+       int axis;
+       int surfaceindex;
+       int t;
+       int nodeleafindex;
+       int currentmaterialflags;
+       qboolean castshadow;
+       msurface_t *surface;
+       const int *e;
+       const vec_t *v[3];
+       float v2[3][3];
+       int nodestack[GETLIGHTINFO_MAXNODESTACK];
+       int nodestackpos = 0;
+       // note: because the BSP leafs are not in the BIH tree, the _BSP function
+       // must be called to mark leafs visible for entity culling...
+       // we start at the root node
+       nodestack[nodestackpos++] = bih->rootnode;
+       // we'll be done when the stack is empty
+       while (nodestackpos)
+       {
+               // pop one off the stack to process
+               nodenum = nodestack[--nodestackpos];
+               // node
+               node = bih->nodes + nodenum;
+               if (node->type == BIH_UNORDERED)
+               {
+                       for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
+                       {
+                               leaf = bih->leafs + node->children[nodeleafindex];
+                               if (leaf->type != BIH_RENDERTRIANGLE)
+                                       continue;
+#if 1
+                               if (!BoxesOverlap(info->lightmins, info->lightmaxs, leaf->mins, leaf->maxs))
+                                       continue;
+#endif
+#if 1
+                               if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(leaf->mins, leaf->maxs, info->numfrustumplanes, info->frustumplanes))
+                                       continue;
+#endif
+                               surfaceindex = leaf->surfaceindex;
+                               surface = info->model->data_surfaces + surfaceindex;
+                               currentmaterialflags = R_GetCurrentTexture(surface->texture)->currentmaterialflags;
+                               castshadow = !(currentmaterialflags & MATERIALFLAG_NOSHADOW);
+                               t = leaf->itemindex + surface->num_firstshadowmeshtriangle - surface->num_firsttriangle;
+                               e = info->model->brush.shadowmesh->element3i + t * 3;
+                               v[0] = info->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                               v[1] = info->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                               v[2] = info->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                               VectorCopy(v[0], v2[0]);
+                               VectorCopy(v[1], v2[1]);
+                               VectorCopy(v[2], v2[2]);
+                               if (info->svbsp_insertoccluder)
+                               {
+                                       if (castshadow)
+                                               SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0);
+                                       continue;
+                               }
+                               if (info->svbsp_active && !(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], false, NULL, NULL, 0) & 2))
+                                       continue;
+                               // we don't occlude triangles from lighting even
+                               // if they are backfacing, because when using
+                               // shadowmapping they are often not fully occluded
+                               // on the horizon of an edge
+                               SETPVSBIT(info->outlighttrispvs, t);
+                               if (castshadow)
+                               {
+                                       if (currentmaterialflags & MATERIALFLAG_NOCULLFACE)
+                                       {
+                                               // if the material is double sided we
+                                               // can't cull by direction
+                                               SETPVSBIT(info->outshadowtrispvs, t);
                                        }
+                                       else if (r_shadow_frontsidecasting.integer)
+                                       {
+                                               // front side casting occludes backfaces,
+                                               // so they are completely useless as both
+                                               // casters and lit polygons
+                                               if (PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                                       else
+                                       {
+                                               // back side casting does not occlude
+                                               // anything so we can't cull lit polygons
+                                               if (!PointInfrontOfTriangle(info->relativelightorigin, v2[0], v2[1], v2[2]))
+                                                       SETPVSBIT(info->outshadowtrispvs, t);
+                                       }
+                               }
+                               if (!CHECKPVSBIT(info->outsurfacepvs, surfaceindex))
+                               {
+                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                       info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
                                }
                        }
                }
+               else
+               {
+                       axis = node->type - BIH_SPLITX;
+#if 0
+                       if (!BoxesOverlap(info->lightmins, info->lightmaxs, node->mins, node->maxs))
+                               continue;
+#endif
+#if 0
+                       if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, rtlight->cached_numfrustumplanes, rtlight->cached_frustumplanes))
+                               continue;
+#endif
+                       if (info->lightmins[axis] <= node->backmax)
+                       {
+                               if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+                                       nodestack[nodestackpos++] = node->front;
+                               nodestack[nodestackpos++] = node->back;
+                               continue;
+                       }
+                       else if (info->lightmaxs[axis] >= node->frontmin)
+                       {
+                               nodestack[nodestackpos++] = node->front;
+                               continue;
+                       }
+                       else
+                               continue; // light falls between children, nothing here
+               }
        }
 }
 
-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)
 {
+       extern cvar_t r_shadow_usebihculling;
        if (use_svbsp)
        {
-               double origin[3];
+               float origin[3];
                VectorCopy(info->relativelightorigin, origin);
-               if (!r_svbsp.nodes)
-               {
-                       r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<18);
-                       r_svbsp.nodes = Mem_Alloc(r_main_mempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
-               }
+               r_svbsp.maxnodes = max(r_svbsp.maxnodes, 1<<12);
+               r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
                info->svbsp_active = true;
                info->svbsp_insertoccluder = true;
                for (;;)
                {
                        SVBSP_Init(&r_svbsp, origin, r_svbsp.maxnodes, r_svbsp.nodes);
-                       R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
+                       R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
                        // if that failed, retry with more nodes
                        if (r_svbsp.ranoutofnodes)
                        {
                                // an upper limit is imposed
                                if (r_svbsp.maxnodes >= 2<<22)
                                        break;
-                               Mem_Free(r_svbsp.nodes);
                                r_svbsp.maxnodes *= 2;
-                               r_svbsp.nodes = Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
+                               r_svbsp.nodes = (svbsp_node_t*) R_FrameData_Alloc(r_svbsp.maxnodes * sizeof(svbsp_node_t));
+                               //Mem_Free(r_svbsp.nodes);
+                               //r_svbsp.nodes = (svbsp_node_t*) Mem_Alloc(tempmempool, r_svbsp.maxnodes * sizeof(svbsp_node_t));
                        }
                        else
                                break;
                }
-               // now clear the surfacepvs array because we need to redo it
-               memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+               // now clear the visibility arrays because we need to redo it
+               info->outnumleafs = 0;
                info->outnumsurfaces = 0;
+               memset(info->outleafpvs, 0, (info->model->brush.num_leafs + 7) >> 3);
+               memset(info->outsurfacepvs, 0, (info->model->nummodelsurfaces + 7) >> 3);
+               if (info->model->brush.shadowmesh)
+                       memset(info->outshadowtrispvs, 0, (info->model->brush.shadowmesh->numtriangles + 7) >> 3);
+               else
+                       memset(info->outshadowtrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
+               memset(info->outlighttrispvs, 0, (info->model->surfmesh.num_triangles + 7) >> 3);
        }
        else
                info->svbsp_active = false;
@@ -827,16 +1164,42 @@ void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean us
        }
 
        info->svbsp_insertoccluder = false;
-       R_Q1BSP_RecursiveGetLightInfo(info, info->model->brush.data_nodes);
-       if (developer.integer >= 100 && use_svbsp)
+       // use BIH culling on single leaf maps (generally this only happens if running a model as a map), otherwise use BSP culling to make use of vis data
+       if (r_shadow_usebihculling.integer > 0 && (r_shadow_usebihculling.integer == 2 || info->model->brush.num_leafs == 1) && info->model->render_bih.leafs != NULL)
        {
-               Con_Printf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
-               Con_Printf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
-               Con_Printf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
+               R_Q1BSP_RecursiveGetLightInfo_BSP(info, true);
+               R_Q1BSP_RecursiveGetLightInfo_BIH(info, &info->model->render_bih);
        }
+       else
+               R_Q1BSP_RecursiveGetLightInfo_BSP(info, false);
+       // we're using temporary framedata memory, so this pointer will be invalid soon, clear it
+       r_svbsp.nodes = NULL;
+       if (developer_extra.integer && use_svbsp)
+       {
+               Con_DPrintf("GetLightInfo: svbsp built with %i nodes, polygon stats:\n", r_svbsp.numnodes);
+               Con_DPrintf("occluders: %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_occluders_accepted, r_svbsp.stat_occluders_rejected, r_svbsp.stat_occluders_fragments_accepted, r_svbsp.stat_occluders_fragments_rejected);
+               Con_DPrintf("queries  : %i accepted, %i rejected, %i fragments accepted, %i fragments rejected.\n", r_svbsp.stat_queries_accepted, r_svbsp.stat_queries_rejected, r_svbsp.stat_queries_fragments_accepted, r_svbsp.stat_queries_fragments_rejected);
+       }
+}
+
+static msurface_t *r_q1bsp_getlightinfo_surfaces;
+
+int R_Q1BSP_GetLightInfo_comparefunc(const void *ap, const void *bp)
+{
+       int a = *(int*)ap;
+       int b = *(int*)bp;
+       const msurface_t *as = r_q1bsp_getlightinfo_surfaces + a;
+       const msurface_t *bs = r_q1bsp_getlightinfo_surfaces + b;
+       if (as->texture < bs->texture)
+               return -1;
+       if (as->texture > bs->texture)
+               return 1;
+       return a - b;
 }
 
-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)
+extern cvar_t r_shadow_sortsurfaces;
+
+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);
@@ -859,13 +1222,17 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        info.outleaflist = outleaflist;
        info.outleafpvs = outleafpvs;
        info.outnumleafs = 0;
+       info.visitingleafpvs = visitingleafpvs;
        info.outsurfacelist = outsurfacelist;
        info.outsurfacepvs = outsurfacepvs;
        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);
        memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
        memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
        if (info.model->brush.shadowmesh)
@@ -877,17 +1244,17 @@ 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)
+       if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
        {
                // use portal recursion for exact light volume culling, and exact surface checking
-               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
        }
-       else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
+       else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
        {
                // use portal recursion for exact light volume culling, but not the expensive exact surface checking
-               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
+               Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs, info.visitingleafpvs);
        }
        else
        {
@@ -895,9 +1262,11 @@ 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]);
@@ -908,65 +1277,162 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
 
        *outnumleafspointer = info.outnumleafs;
        *outnumsurfacespointer = info.outnumsurfaces;
+
+       // now sort surfaces by texture for faster rendering
+       r_q1bsp_getlightinfo_surfaces = info.model->data_surfaces;
+       if (r_shadow_sortsurfaces.integer)
+               qsort(info.outsurfacelist, info.outnumsurfaces, sizeof(*info.outsurfacelist), R_Q1BSP_GetLightInfo_comparefunc);
 }
 
 void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int numsurfaces, const int *surfacelist)
 {
-       model_t *model = ent->model;
+       dp_model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
+       // if triangle neighbors are disabled, shadowvolumes are disabled
+       if (!model->brush.shadowmesh->neighbor3i)
+               return;
+       r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Begin(r_main_mempool, 32768, 32768, NULL, NULL, NULL, false, false, true);
        R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
        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);
        }
-       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
-       r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false, true);
+       R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+       r_shadow_compilingrtlight->static_meshchain_shadow_zfail = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow_zfail, false, false, true);
 }
 
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+extern cvar_t r_polygonoffset_submodel_factor;
+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)
 {
-       model_t *model = ent->model;
-       msurface_t *surface;
+       dp_model_t *model = ent->model;
+       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);
+       R_FrameData_SetMark();
+       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)
        {
+               // if triangle neighbors are disabled, shadowvolumes are disabled
+               if (!model->brush.shadowmesh->neighbor3i)
+                       return;
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
                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);
                }
-               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+               R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
        }
        else
        {
+               // if triangle neighbors are disabled, shadowvolumes are disabled
+               if (!model->surfmesh.data_neighbor3i)
+                       return;
                projectdistance = lightradius + model->radius*2;
                R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
                // identify lit faces within the bounding box
                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);
-                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
+                       R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
-               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.vertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist);
+               R_Shadow_VolumeFromList(model->surfmesh.num_vertices, model->surfmesh.num_triangles, rsurface.modelvertex3f, model->surfmesh.data_element3i, model->surfmesh.data_neighbor3i, relativelightorigin, relativelightdirection, projectdistance, numshadowmark, shadowmarklist, ent->mins, ent->maxs);
+       }
+       if (ent->model->brush.submodel)
+               GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);
+       R_FrameData_ReturnToMark();
+}
+
+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;
+       if (!model->brush.shadowmesh)
+               return;
+       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);
+}
+
+#define RSURF_MAX_BATCHSURFACES 8192
+
+static const msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+
+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;
+       int modelsurfacelistindex, batchnumsurfaces;
+       // check the box in modelspace, it was already checked in worldspace
+       if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
+               return;
+       R_FrameData_SetMark();
+       // 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;
+               batchsurfacelist[0] = surface;
+               batchnumsurfaces = 1;
+               while(++modelsurfacelistindex < modelnumsurfaces && batchnumsurfaces < RSURF_MAX_BATCHSURFACES)
+               {
+                       surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
+                       if (surfacesides && !(surfacesides[modelsurfacelistindex] & (1 << side)))
+                               continue;
+                       if (surface->texture != batchsurfacelist[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;
+                       batchsurfacelist[batchnumsurfaces++] = surface;
+               }
+               --modelsurfacelistindex;
+               GL_CullFace(rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE ? GL_NONE : r_refdef.view.cullface_back);
+               RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, batchnumsurfaces, batchsurfacelist);
+               if (rsurface.batchvertex3fbuffer)
+                       R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
+               else
+                       R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
+               RSurf_DrawBatch();
+       }
+       R_FrameData_ReturnToMark();
 }
 
 #define BATCHSIZE 1024
@@ -975,50 +1441,42 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
 {
        int i, j, endsurface;
        texture_t *t;
-       msurface_t *surface;
-       // note: in practice this never actually receives batches), oh well
+       const msurface_t *surface;
+       R_FrameData_SetMark();
+       // note: in practice this never actually receives batches
        R_Shadow_RenderMode_Begin();
-       R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
-       R_Shadow_RenderMode_Lighting(false, true);
+       R_Shadow_RenderMode_ActiveLight(rtlight);
+       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++)
                {
                        surface = rsurface.modelsurfaces + surfacelist[j];
                        if (t != surface->texture)
                                break;
-                       RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                       R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, ent->model->surfmesh.data_element3i + surface->num_firsttriangle * 3, ent->model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                       R_Shadow_RenderLighting(1, &surface);
                }
        }
        R_Shadow_RenderMode_End();
+       R_FrameData_ReturnToMark();
 }
 
-#define RSURF_MAX_BATCHSURFACES 1024
-
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
+extern qboolean r_shadow_usingdeferredprepass;
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *lighttrispvs)
 {
-       model_t *model = ent->model;
-       msurface_t *surface;
-       int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
-       qboolean usebufferobject, culltriangles;
-       const int *element3i;
-       msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
-       int batchelements[BATCHSIZE*3];
+       dp_model_t *model = ent->model;
+       const msurface_t *surface;
+       int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
+       const msurface_t **texturesurfacelist;
        texture_t *tex;
        CHECKGLERROR
-       RSurf_ActiveModelEntity(ent, true, true);
-       R_UpdateAllTextureInfo(ent);
-       CHECKGLERROR
-       culltriangles = r_shadow_culltriangles.integer && !(ent->flags & RENDER_NOSELFSHADOW);
-       element3i = rsurface.modelelement3i;
+       R_FrameData_SetMark();
        // this is a double loop because non-visible surface skipping has to be
        // fast, and even if this is not the world model (and hence no visibility
        // checking) the input surface list and batch buffer are different formats
@@ -1027,10 +1485,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
        {
                batchnumsurfaces = 0;
                endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
-               if (ent == r_refdef.worldentity)
+               if (ent == r_refdef.scene.worldentity)
                {
                        for (;i < endsurface;i++)
-                               if (r_viewcache.world_surfacevisible[surfacelist[i]])
+                               if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]])
                                        batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
                }
                else
@@ -1040,104 +1498,58 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                }
                if (!batchnumsurfaces)
                        continue;
-               for (k = 0;k < batchnumsurfaces;k = l)
+               for (k = 0;k < batchnumsurfaces;k = kend)
                {
                        surface = batchsurfacelist[k];
                        tex = surface->texture;
-                       rsurface.texture = tex->currentframe;
-                       if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
+                       rsurface.texture = R_GetCurrentTexture(tex);
+                       // gather surfaces into a batch range
+                       for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
+                               ;
+                       // now figure out what to do with this particular range of surfaces
+                       // VorteX: added MATERIALFLAG_NORTLIGHT
+                       if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
+                               continue;
+                       if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
+                               continue;
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
                        {
-                               if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
+                               vec3_t tempcenter, center;
+                               for (l = k;l < kend;l++)
                                {
-                                       vec3_t tempcenter, center;
-                                       for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
-                                       {
-                                               surface = batchsurfacelist[l];
-                                               tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
-                                               tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
-                                               tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
-                                               Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
-                                               R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
-                                       }
-                               }
-                               else
-                               {
-                                       // use the bufferobject if all triangles are accepted
-                                       usebufferobject = true;
-                                       batchnumtriangles = 0;
-                                       // note: this only accepts consecutive surfaces because
-                                       // non-consecutive surfaces often have extreme vertex
-                                       // ranges (due to large numbers of surfaces omitted
-                                       // between them)
-                                       surface = batchsurfacelist[k];
-                                       for (l = k;l < batchnumsurfaces && surface == batchsurfacelist[l] && tex == surface->texture;l++, surface++)
-                                       {
-                                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
-                                               for (m = surface->num_firsttriangle, mend = m + surface->num_triangles;m < mend;m++)
-                                               {
-                                                       if (culltriangles)
-                                                       {
-                                                               if (trispvs)
-                                                               {
-                                                                       if (!CHECKPVSBIT(trispvs, m))
-                                                                       {
-                                                                               usebufferobject = false;
-                                                                               continue;
-                                                                       }
-                                                               }
-                                                               else
-                                                               {
-                                                                       if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(rsurface.entitylightorigin, rsurface.vertex3f + element3i[m*3+0]*3, rsurface.vertex3f + element3i[m*3+1]*3, rsurface.vertex3f + element3i[m*3+2]*3))
-                                                                       {
-                                                                               usebufferobject = false;
-                                                                               continue;
-                                                                       }
-                                                               }
-                                                       }
-                                                       batchelements[batchnumtriangles*3+0] = element3i[m*3+0];
-                                                       batchelements[batchnumtriangles*3+1] = element3i[m*3+1];
-                                                       batchelements[batchnumtriangles*3+2] = element3i[m*3+2];
-                                                       batchnumtriangles++;
-                                                       r_refdef.stats.lights_lighttriangles++;
-                                                       if (batchnumtriangles >= BATCHSIZE)
-                                                       {
-                                                               Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
-                                                               R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
-                                                               batchnumtriangles = 0;
-                                                               usebufferobject = false;
-                                                       }
-                                               }
-                                               r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
-                                       }
-                                       if (batchnumtriangles > 0)
-                                       {
-                                               Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
-                                               if (usebufferobject)
-                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, ent->model->surfmesh.ebo, sizeof(int[3]) * batchsurfacelist[k]->num_firsttriangle);
-                                               else
-                                                       R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements, 0, 0);
-                                       }
+                                       surface = batchsurfacelist[l];
+                                       tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
+                                       tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
+                                       tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
+                                       Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                                       R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
                                }
+                               continue;
                        }
-                       else
-                       {
-                               // skip ahead to the next texture
-                               for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
-                                       ;
-                       }
+                       if (r_shadow_usingdeferredprepass)
+                               continue;
+                       texturenumsurfaces = kend - k;
+                       texturesurfacelist = batchsurfacelist + k;
+                       R_Shadow_RenderLighting(texturenumsurfaces, texturesurfacelist);
                }
        }
+       R_FrameData_ReturnToMark();
 }
 
 //Made by [515]
 void R_ReplaceWorldTexture (void)
 {
-       model_t         *m;
+       dp_model_t              *m;
        texture_t       *t;
        int                     i;
        const char      *r, *newt;
        skinframe_t *skinframe;
-       m = r_refdef.worldmodel;
+       if (!r_refdef.scene.worldmodel)
+       {
+               Con_Printf("There is no worldmodel\n");
+               return;
+       }
+       m = r_refdef.scene.worldmodel;
 
        if(Cmd_Argc() < 2)
        {
@@ -1156,13 +1568,14 @@ void R_ReplaceWorldTexture (void)
                newt = r;
        for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
        {
-               if(t->width && !strcasecmp(t->name, r))
+               if(/*t->width && !strcasecmp(t->name, r)*/ matchpattern( t->name, r, true ) )
                {
-                       if ((skinframe = R_SkinFrame_LoadExternal((char*)newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true)))
+                       if ((skinframe = R_SkinFrame_LoadExternal(newt, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PICMIP, true)))
                        {
-                               t->skinframes[0] = skinframe;
+//                             t->skinframes[0] = skinframe;
+                               t->currentskinframe = skinframe;
+                               t->currentskinframe = skinframe;
                                Con_Printf("%s replaced with %s\n", r, newt);
-                               return;
                        }
                        else
                        {
@@ -1176,10 +1589,15 @@ void R_ReplaceWorldTexture (void)
 //Made by [515]
 void R_ListWorldTextures (void)
 {
-       model_t         *m;
+       dp_model_t              *m;
        texture_t       *t;
        int                     i;
-       m = r_refdef.worldmodel;
+       if (!r_refdef.scene.worldmodel)
+       {
+               Con_Printf("There is no worldmodel\n");
+               return;
+       }
+       m = r_refdef.scene.worldmodel;
 
        Con_Print("Worldmodel textures :\n");
        for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
@@ -1208,6 +1626,7 @@ void GL_Surf_Init(void)
        Cvar_RegisterVariable(&r_lockpvs);
        Cvar_RegisterVariable(&r_lockvisibility);
        Cvar_RegisterVariable(&r_useportalculling);
+       Cvar_RegisterVariable(&r_usesurfaceculling);
        Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
 
        Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");