]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
added bufferobject and bufferoffset parameters to all R_Mesh_*Pointer functions and...
[xonotic/darkplaces.git] / gl_rsurf.c
index b929e924c2a2ba09091ae4fa5966c232528eef20..d25f3513ac96453991caa90be412352e43672ea2 100644 (file)
@@ -61,7 +61,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        if (!model->brushq1.lightdata)
        {
                for (i = 0;i < size3;i++)
-                       bl[i] = 255*256;
+                       bl[i] = 128*256;
        }
        else
        {
@@ -343,8 +343,8 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
 
        numpoints = min(portal->numpoints, POLYGONELEMENTS_MAXPOINTS);
 
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
 
        i = surfacelist[0];
@@ -354,7 +354,7 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r
                         0.125f);
        for (i = 0, v = vertex3f;i < numpoints;i++, v += 3)
                VectorCopy(portal->points[i].position, v);
-       R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements);
+       R_Mesh_Draw(0, numpoints, numpoints - 2, polygonelements, 0, 0);
 }
 
 // LordHavoc: this is just a nice debugging tool, very slow
@@ -472,8 +472,10 @@ void R_View_WorldVisibility(void)
                        leafstackpos = 1;
                        while (leafstackpos)
                        {
-                               r_refdef.stats.world_leafs++;
                                leaf = leafstack[--leafstackpos];
+                               if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs])
+                                       continue;
+                               r_refdef.stats.world_leafs++;
                                r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true;
                                // mark any surfaces bounding this leaf
                                if (leaf->numleafsurfaces)
@@ -505,7 +507,10 @@ void R_Q1BSP_DrawSky(entity_render_t *ent)
 {
        if (ent->model == NULL)
                return;
-       R_DrawSurfaces(ent, true);
+       if (ent == r_refdef.worldentity)
+               R_DrawWorldSurfaces(true);
+       else
+               R_DrawModelSurfaces(ent, true);
 }
 
 void R_Q1BSP_Draw(entity_render_t *ent)
@@ -513,7 +518,10 @@ void R_Q1BSP_Draw(entity_render_t *ent)
        model_t *model = ent->model;
        if (model == NULL)
                return;
-       R_DrawSurfaces(ent, false);
+       if (ent == r_refdef.worldentity)
+               R_DrawWorldSurfaces(false);
+       else
+               R_DrawModelSurfaces(ent, false);
 }
 
 typedef struct r_q1bsp_getlightinfo_s
@@ -527,6 +535,8 @@ typedef struct r_q1bsp_getlightinfo_s
        int *outsurfacelist;
        unsigned char *outsurfacepvs;
        unsigned char *tempsurfacepvs;
+       unsigned char *outshadowtrispvs;
+       unsigned char *outlighttrispvs;
        int outnumsurfaces;
        vec3_t outmins;
        vec3_t outmaxs;
@@ -549,14 +559,15 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                //      return;
                if (!plane)
                        break;
+               //if (!r_shadow_compilingrtlight && R_CullBoxCustomPlanes(node->mins, node->maxs, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes))
+               //      return;
                if (plane->type < 3)
-                       sides = ((info->lightmaxs[plane->type] >= plane->dist) | ((info->lightmins[plane->type] < plane->dist) << 1));
-               else
-                       sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
-               if (sides == 3)
                {
-                       // recurse front side first because the svbsp building prefers it
-                       if (PlaneDist(info->relativelightorigin, plane) > 0)
+                       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)
                        {
                                R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
                                node = node->children[1];
@@ -567,11 +578,31 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                node = node->children[0];
                        }
                }
-               else if (sides == 0)
-                       return; // ERROR: NAN bounding box!
                else
-                       node = node->children[sides - 1];
+               {
+                       sides = BoxOnPlaneSide(info->lightmins, info->lightmaxs, plane);
+                       if (sides == 3)
+                       {
+                               // recurse front side first because the svbsp building prefers it
+                               if (PlaneDist(info->relativelightorigin, plane) >= 0)
+                               {
+                                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[0]);
+                                       node = node->children[1];
+                               }
+                               else
+                               {
+                                       R_Q1BSP_RecursiveGetLightInfo(info, node->children[1]);
+                                       node = node->children[0];
+                               }
+                       }
+                       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, r_shadow_rtlight_numfrustumplanes, r_shadow_rtlight_frustumplanes))
+               return;
        leaf = (mleaf_t *)node;
        if (info->svbsp_active)
        {
@@ -630,35 +661,76 @@ void R_Q1BSP_RecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, mnode_t *node)
                                if (BoxesOverlap(info->lightmins, info->lightmaxs, surface->mins, surface->maxs)
                                 && (!info->svbsp_insertoccluder || !(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOSHADOW)))
                                {
+                                       qboolean addedtris = false;
+                                       qboolean 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 ((!r_shadow_frontsidecasting.integer || PointInfrontOfTriangle(info->relativelightorigin, v[0], v[1], v[2]))
-                                                && info->lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0]))
-                                                && info->lightmins[0] < max(v[0][0], max(v[1][0], v[2][0]))
-                                                && info->lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1]))
-                                                && info->lightmins[1] < max(v[0][1], max(v[1][1], v[2][1]))
-                                                && info->lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2]))
-                                                && info->lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                               if (insidebox || TriangleOverlapsBox(v[0], v[1], v[2], info->lightmins, info->lightmaxs))
                                                {
-                                                       if (info->svbsp_active)
+                                                       if (info->svbsp_insertoccluder)
                                                        {
+                                                               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], info->svbsp_insertoccluder, NULL, NULL, 0) & 2))
+                                                               if (!(SVBSP_AddPolygon(&r_svbsp, 3, v2[0], true, NULL, NULL, 0) & 2))
                                                                        continue;
+                                                               addedtris = true;
                                                        }
-                                                       SETPVSBIT(info->outsurfacepvs, surfaceindex);
-                                                       info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
-                                                       if (info->svbsp_insertoccluder)
-                                                               continue;
                                                        else
-                                                               break;
+                                                       {
+                                                               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);
+                                                               }
+                                                       }
                                                }
                                        }
+                                       if (addedtris)
+                                       {
+                                               SETPVSBIT(info->outsurfacepvs, surfaceindex);
+                                               info->outsurfacelist[info->outnumsurfaces++] = surfaceindex;
+                                       }
                                }
                        }
                }
@@ -738,7 +810,7 @@ void R_Q1BSP_CallRecursiveGetLightInfo(r_q1bsp_getlightinfo_t *info, qboolean us
        }
 }
 
-void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outleaflist, unsigned char *outleafpvs, int *outnumleafspointer, int *outsurfacelist, unsigned char *outsurfacepvs, int *outnumsurfacespointer)
+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)
 {
        r_q1bsp_getlightinfo_t info;
        VectorCopy(relativelightorigin, info.relativelightorigin);
@@ -763,11 +835,18 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        info.outnumleafs = 0;
        info.outsurfacelist = outsurfacelist;
        info.outsurfacepvs = outsurfacepvs;
+       info.outshadowtrispvs = outshadowtrispvs;
+       info.outlighttrispvs = outlighttrispvs;
        info.outnumsurfaces = 0;
        VectorCopy(info.relativelightorigin, info.outmins);
        VectorCopy(info.relativelightorigin, info.outmaxs);
        memset(outleafpvs, 0, (info.model->brush.num_leafs + 7) >> 3);
        memset(outsurfacepvs, 0, (info.model->nummodelsurfaces + 7) >> 3);
+       if (info.model->brush.shadowmesh)
+               memset(outshadowtrispvs, 0, (info.model->brush.shadowmesh->numtriangles + 7) >> 3);
+       else
+               memset(outshadowtrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
+       memset(outlighttrispvs, 0, (info.model->surfmesh.num_triangles + 7) >> 3);
        if (info.model->brush.GetPVS && r_shadow_frontsidecasting.integer)
                info.pvs = info.model->brush.GetPVS(info.model, info.relativelightorigin);
        else
@@ -777,12 +856,12 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
        if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
        {
                // 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);
+               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);
        }
        else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
        {
                // 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);
+               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);
        }
        else
        {
@@ -811,14 +890,12 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        msurface_t *surface;
        int surfacelistindex;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       texture_t *texture;
        r_shadow_compilingrtlight->static_meshchain_shadow = 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];
-               texture = surface->texture;
-               if (texture->basematerialflags & MATERIALFLAG_NOSHADOW)
+               if (surface->texture->currentframe->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);
        }
@@ -826,28 +903,12 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
        r_shadow_compilingrtlight->static_meshchain_shadow = Mod_ShadowMesh_Finish(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, false, false);
 }
 
-void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t relativelightdirection, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
-       int texturesurfaceindex;
-       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
-       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-       {
-               msurface_t *surface = texturesurfacelist[texturesurfaceindex];
-               R_Shadow_MarkVolumeFromBox(surface->num_firsttriangle, surface->num_triangles, rsurface_vertex3f, rsurface_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
-       }
-}
-
 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)
 {
        model_t *model = ent->model;
        msurface_t *surface;
        int modelsurfacelistindex;
-       int f = 0;
        float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       texture_t *t = NULL;
-       const int maxsurfacelist = 1024;
-       int numsurfacelist = 0;
-       msurface_t *surfacelist[1024];
        // check the box in modelspace, it was already checked in worldspace
        if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
                return;
@@ -867,142 +928,165 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        else
        {
                projectdistance = lightradius + model->radius*2;
-               RSurf_ActiveEntity(ent, false, false);
                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];
-                       if (t != surface->texture || numsurfacelist >= maxsurfacelist)
-                       {
-                               if (numsurfacelist)
-                               {
-                                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
-                                       numsurfacelist = 0;
-                               }
-                               t = surface->texture;
-                               rsurface_texture = t->currentframe;
-                               f = (rsurface_texture->currentmaterialflags & MATERIALFLAG_NOSHADOW) == 0;
-                       }
-                       if (f && surface->num_triangles)
-                               surfacelist[numsurfacelist++] = surface;
+                       rsurface_texture = surface->texture->currentframe;
+                       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_model->surfmesh.data_element3i, relativelightorigin, relativelightdirection, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
-               if (numsurfacelist)
-                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, relativelightdirection, lightmins, lightmaxs, numsurfacelist, surfacelist);
                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);
        }
 }
 
-#define BATCHSIZE 256
+#define BATCHSIZE 1024
 
 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
 {
-       int surfacelistindex, batchcount;
+       int i, j, endsurface;
        texture_t *t;
-       msurface_t *batchsurfaces[BATCHSIZE];
-       // note: in practice this never actually batches, oh well
+       msurface_t *surface;
+       // note: in practice this never actually receives batches), oh well
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
        R_Shadow_RenderMode_Lighting(false, true);
        R_Shadow_SetupEntityLight(ent);
-       t = NULL;
-       batchcount = 0;
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       for (i = 0;i < numsurfaces;i = j)
        {
-               msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
-               if (t != surface->texture)
+               j = i + 1;
+               surface = rsurface_model->data_surfaces + surfacelist[i];
+               t = surface->texture;
+               R_UpdateTextureInfo(ent, t);
+               rsurface_texture = t->currentframe;
+               endsurface = min(j + BATCHSIZE, numsurfaces);
+               for (j = i;j < endsurface;j++)
                {
-                       if (batchcount > 0)
-                               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
-                       batchcount = 0;
-                       t = surface->texture;
-                       R_UpdateTextureInfo(ent, t);
-                       rsurface_texture = t->currentframe;
+                       surface = rsurface_model->data_surfaces + 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);
                }
-               batchsurfaces[batchcount++] = surface;
        }
-       if (batchcount > 0)
-               R_Shadow_RenderSurfacesLighting(batchcount, batchsurfaces);
        R_Shadow_RenderMode_End();
 }
 
-static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
-{
-       int batchsurfaceindex;
-       msurface_t *batchsurface;
-       vec3_t tempcenter, center;
-       for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
-       {
-               batchsurface = batchsurfacelist[batchsurfaceindex];
-               tempcenter[0] = (batchsurface->mins[0] + batchsurface->maxs[0]) * 0.5f;
-               tempcenter[1] = (batchsurface->mins[1] + batchsurface->maxs[1]) * 0.5f;
-               tempcenter[2] = (batchsurface->mins[2] + batchsurface->maxs[2]) * 0.5f;
-               Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
-               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
-       }
-}
-
 #define RSURF_MAX_BATCHSURFACES 1024
 
-void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist)
+void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       int surfacelistindex, batchnumsurfaces;
+       int i, k, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex;
+       const int *element3i;
        msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
+       int batchelements[BATCHSIZE*3];
        texture_t *tex;
-       qboolean skip;
        CHECKGLERROR
-       RSurf_ActiveEntity(ent, true, true);
+       RSurf_ActiveModelEntity(ent, true, true);
        R_UpdateAllTextureInfo(ent);
-       tex = NULL;
-       rsurface_texture = NULL;
-       skip = false;
-       batchnumsurfaces = 0;
        CHECKGLERROR
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       element3i = rsurface_model->surfmesh.data_element3i;
+       // 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
+       // so some processing is necessary.  (luckily models have few surfaces)
+       for (i = 0;i < numsurfaces;)
        {
-               if ((ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[surfacelist[surfacelistindex]]))
+               batchnumsurfaces = 0;
+               endsurface = min(i + RSURF_MAX_BATCHSURFACES, numsurfaces);
+               if (ent == r_refdef.worldentity)
+               {
+                       for (;i < endsurface;i++)
+                               if (r_viewcache.world_surfacevisible[surfacelist[i]])
+                                       batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+               }
+               else
+               {
+                       for (;i < endsurface;i++)
+                               batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i];
+               }
+               if (!batchnumsurfaces)
                        continue;
-               surface = model->data_surfaces + surfacelist[surfacelistindex];
-               r_refdef.stats.lights_lighttriangles += surface->num_triangles;
-               if (tex != surface->texture)
+               for (k = 0;k < batchnumsurfaces;k = l)
                {
-                       if (batchnumsurfaces > 0)
+                       surface = batchsurfacelist[k];
+                       tex = surface->texture;
+                       rsurface_texture = tex->currentframe;
+                       if (rsurface_texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_WATER))
                        {
                                if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
+                               {
+                                       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_entity->matrix, tempcenter, center);
+                                               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
+                                       }
+                               }
                                else
-                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-                               batchnumsurfaces = 0;
+                               {
+                                       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 (r_shadow_culltriangles.integer)
+                                                       {
+                                                               if (trispvs)
+                                                               {
+                                                                       if (!CHECKPVSBIT(trispvs, m))
+                                                                               continue;
+                                                               }
+                                                               else
+                                                               {
+                                                                       if (r_shadow_frontsidecasting.integer && !PointInfrontOfTriangle(r_shadow_entitylightorigin, rsurface_vertex3f + element3i[m*3+0]*3, rsurface_vertex3f + element3i[m*3+1]*3, rsurface_vertex3f + element3i[m*3+2]*3))
+                                                                               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);
+                                                               batchnumtriangles = 0;
+                                                       }
+                                               }
+                                               r_refdef.stats.lights_lighttriangles += batchsurfacelist[l]->num_triangles;
+                                       }
+                                       if (batchnumtriangles > 0)
+                                       {
+                                               Mod_VertexRangeFromElements(batchnumtriangles*3, batchelements, &batchfirstvertex, &batchlastvertex);
+                                               R_Shadow_RenderLighting(batchfirstvertex, batchlastvertex + 1 - batchfirstvertex, batchnumtriangles, batchelements);
+                                       }
+                               }
                        }
-                       tex = surface->texture;
-                       rsurface_texture = surface->texture->currentframe;
-                       skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
-                       if (skip)
-                               continue;
-               }
-               if (!skip && surface->num_triangles)
-               {
-                       if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
+                       else
                        {
-                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
-                               else
-                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-                               batchnumsurfaces = 0;
+                               // skip ahead to the next texture
+                               for (l = k;l < batchnumsurfaces && tex == batchsurfacelist[l]->texture;l++)
+                                       ;
                        }
-                       batchsurfacelist[batchnumsurfaces++] = surface;
                }
        }
-       if (batchnumsurfaces > 0)
-       {
-               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
-               else
-                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
-               batchnumsurfaces = 0;
-       }
 }
 
 //Made by [515]
@@ -1085,8 +1169,8 @@ void GL_Surf_Init(void)
        Cvar_RegisterVariable(&r_useportalculling);
        Cvar_RegisterVariable(&r_q3bsp_renderskydepth);
 
-       Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");   // By [515]
-       Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map"); // By [515]
+       Cmd_AddCommand ("r_replacemaptexture", R_ReplaceWorldTexture, "override a map texture for testing purposes");
+       Cmd_AddCommand ("r_listmaptextures", R_ListWorldTextures, "list all textures used by the current map");
 
        //R_RegisterModule("GL_Surf", gl_surf_start, gl_surf_shutdown, gl_surf_newmap);
 }