]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
significant surface renderer optimizations
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 20 Apr 2006 03:43:20 +0000 (03:43 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Thu, 20 Apr 2006 03:43:20 +0000 (03:43 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6314 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c
gl_rsurf.c
r_shadow.c
r_shadow.h
render.h

index c4f0c63291f7ce9a4ca3ca15a4709e3588538177..6eae7af2061a0c76c7a3b4b8021b10856168e3b2 100644 (file)
@@ -845,14 +845,14 @@ void R_GLSL_Restart_f(void)
        memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
 }
 
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, rtexture_t *lightmaptexture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
        // minimum features necessary to avoid wasting rendering time in the
        // fragment shader on features that are not being used
        int permutation = 0;
-       float specularscale = texture->specularscale;
+       float specularscale = rsurface_texture->specularscale;
        r_glsl_permutation = NULL;
        if (r_shadow_rtlight)
        {
@@ -863,28 +863,31 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
        }
        else
        {
-               if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
                {
                        if (modellighting)
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
-                       else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && lightmaptexture)
+                       else
                        {
-                               if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
-                                       permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
-                               else
+                               if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture)
+                               {
+                                       if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+                                       else
+                                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+                               }
+                               else if (r_glsl_deluxemapping.integer >= 2) // fake mode
                                        permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        }
-                       else if (r_glsl_deluxemapping.integer >= 2) // fake mode
-                               permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                }
-               if (texture->skin.glow)
+               if (rsurface_texture->skin.glow)
                        permutation |= SHADERPERMUTATION_GLOW;
        }
        if (specularscale > 0)
                permutation |= SHADERPERMUTATION_SPECULAR;
        if (fogenabled)
                permutation |= SHADERPERMUTATION_FOG;
-       if (texture->colormapping)
+       if (rsurface_texture->colormapping)
                permutation |= SHADERPERMUTATION_COLORMAPPING;
        if (r_glsl_offsetmapping.integer)
        {
@@ -911,18 +914,17 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
                                if (r_glsl_permutations[permutation].program)
                                        break;
                                if (!i)
-                                       return; // utterly failed
+                                       return 0; // utterly failed
                        }
                }
        }
        r_glsl_permutation = r_glsl_permutations + permutation;
        CHECKGLERROR
        qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
-       R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+       R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
        if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
        {
-               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
-               //if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+               if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
                if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
                if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
                if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
@@ -931,7 +933,7 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
        }
        else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
        {
-               if (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
                {
                        if (r_glsl_permutation->loc_AmbientColor >= 0)
                                qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1);
@@ -945,13 +947,13 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
                else
                {
                        if (r_glsl_permutation->loc_AmbientColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]);
+                               qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
                        if (r_glsl_permutation->loc_DiffuseColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]);
+                               qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
                        if (r_glsl_permutation->loc_SpecularColor >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale);
+                               qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
                        if (r_glsl_permutation->loc_LightDir >= 0)
-                               qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]);
+                               qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
                }
        }
        else
@@ -960,43 +962,55 @@ void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture,
                if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
                if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
        }
-       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
-       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
-       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
+       if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->skin.nmap));
+       if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
+       if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
        //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
        if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
-       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants));
-       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
-       if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
-       if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
+       if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->skin.pants));
+       if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt));
+       //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+       //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+       if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow));
        if (r_glsl_permutation->loc_FogColor >= 0)
        {
                // additive passes are only darkened by fog, not tinted
-               if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD))
+               if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]);
        }
-       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]);
+       if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
        if (r_glsl_permutation->loc_Color_Pants >= 0)
        {
-               if (texture->skin.pants)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);
+               if (rsurface_texture->skin.pants)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_Color_Shirt >= 0)
        {
-               if (texture->skin.shirt)
-                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);
+               if (rsurface_texture->skin.shirt)
+                       qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
                else
                        qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
        }
        if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip);
-       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower);
+       if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
        if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
        CHECKGLERROR
+       return permutation;
+}
+
+void R_SwitchSurfaceShader(int permutation)
+{
+       if (r_glsl_permutation != r_glsl_permutations + permutation)
+       {
+               r_glsl_permutation = r_glsl_permutations + permutation;
+               CHECKGLERROR
+               qglUseProgramObjectARB(r_glsl_permutation->program);
+               CHECKGLERROR
+       }
 }
 
 void gl_main_start(void)
@@ -2357,7 +2371,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                                        float colorscale;
                                        colorscale = 2;
                                        // q3bsp has no lightmap updates, so the lightstylevalue that
-                                       // would normally be baked into the lightmaptexture must be
+                                       // would normally be baked into the lightmap must be
                                        // applied to the color
                                        if (ent->model->type == mod_brushq3)
                                                colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
@@ -2414,76 +2428,120 @@ void R_UpdateAllTextureInfo(entity_render_t *ent)
 }
 
 int rsurface_array_size = 0;
-float *rsurface_array_vertex3f = NULL;
-float *rsurface_array_svector3f = NULL;
-float *rsurface_array_tvector3f = NULL;
-float *rsurface_array_normal3f = NULL;
+float *rsurface_array_modelvertex3f = NULL;
+float *rsurface_array_modelsvector3f = NULL;
+float *rsurface_array_modeltvector3f = NULL;
+float *rsurface_array_modelnormal3f = NULL;
+float *rsurface_array_deformedvertex3f = NULL;
+float *rsurface_array_deformedsvector3f = NULL;
+float *rsurface_array_deformedtvector3f = NULL;
+float *rsurface_array_deformednormal3f = NULL;
 float *rsurface_array_color4f = NULL;
 float *rsurface_array_texcoord3f = NULL;
 
 void R_Mesh_ResizeArrays(int newvertices)
 {
+       float *base;
        if (rsurface_array_size >= newvertices)
                return;
-       if (rsurface_array_vertex3f)
-               Mem_Free(rsurface_array_vertex3f);
+       if (rsurface_array_modelvertex3f)
+               Mem_Free(rsurface_array_modelvertex3f);
        rsurface_array_size = (newvertices + 1023) & ~1023;
-       rsurface_array_vertex3f = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
-       rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
-       rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
-       rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
-       rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12;
-       rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16;
+       base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
+       rsurface_array_modelvertex3f     = base + rsurface_array_size * 0;
+       rsurface_array_modelsvector3f    = base + rsurface_array_size * 3;
+       rsurface_array_modeltvector3f    = base + rsurface_array_size * 6;
+       rsurface_array_modelnormal3f     = base + rsurface_array_size * 9;
+       rsurface_array_deformedvertex3f  = base + rsurface_array_size * 12;
+       rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
+       rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
+       rsurface_array_deformednormal3f  = base + rsurface_array_size * 21;
+       rsurface_array_texcoord3f        = base + rsurface_array_size * 24;
+       rsurface_array_color4f           = base + rsurface_array_size * 27;
 }
 
+float *rsurface_modelvertex3f;
+float *rsurface_modelsvector3f;
+float *rsurface_modeltvector3f;
+float *rsurface_modelnormal3f;
 float *rsurface_vertex3f;
 float *rsurface_svector3f;
 float *rsurface_tvector3f;
 float *rsurface_normal3f;
 float *rsurface_lightmapcolor4f;
 vec3_t rsurface_modelorg;
+qboolean rsurface_generatedvertex;
 const entity_render_t *rsurface_entity;
 const model_t *rsurface_model;
-const texture_t *rsurface_texture;
+texture_t *rsurface_texture;
+rtexture_t *rsurface_lightmaptexture;
+rsurfmode_t rsurface_mode;
+texture_t *rsurface_glsl_texture;
 
-void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
+void RSurf_ActiveEntity(const entity_render_t *ent)
 {
-       VectorCopy(modelorg, rsurface_modelorg);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
        rsurface_entity = ent;
        rsurface_model = ent->model;
-       rsurface_texture = texture;
        if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
                R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
+       R_Mesh_Matrix(&ent->matrix);
+       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg);
        if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights))
        {
-               rsurface_vertex3f = rsurface_array_vertex3f;
-               rsurface_svector3f = NULL;
-               rsurface_tvector3f = NULL;
-               rsurface_normal3f = NULL;
-               Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_vertex3f);
+               rsurface_modelvertex3f = rsurface_array_modelvertex3f;
+               rsurface_modelsvector3f = NULL;
+               rsurface_modeltvector3f = NULL;
+               rsurface_modelnormal3f = NULL;
+               Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f);
+               rsurface_generatedvertex = true;
+       }
+       else
+       {
+               rsurface_modelvertex3f  = rsurface_model->surfmesh.data_vertex3f;
+               rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+               rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+               rsurface_modelnormal3f  = rsurface_model->surfmesh.data_normal3f;
+               rsurface_generatedvertex = false;
+       }
+       rsurface_vertex3f  = rsurface_modelvertex3f;
+       rsurface_svector3f = rsurface_modelsvector3f;
+       rsurface_tvector3f = rsurface_modeltvector3f;
+       rsurface_normal3f  = rsurface_modelnormal3f;
+       rsurface_mode = RSURFMODE_NONE;
+}
+
+void RSurf_CleanUp(void)
+{
+       if (rsurface_mode == RSURFMODE_GLSL)
+               qglUseProgramObjectARB(0);
+       GL_AlphaTest(false);
+       rsurface_mode = RSURFMODE_NONE;
+       rsurface_lightmaptexture = NULL;
+       rsurface_texture = NULL;
+       rsurface_glsl_texture = NULL;
+}
+
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+       if (rsurface_generatedvertex)
+       {
                if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
                        generatetangents = true;
                if (generatetangents)
                        generatenormals = true;
-               if (generatenormals && !rsurface_normal3f)
+               if (generatenormals && !rsurface_modelnormal3f)
                {
-                       rsurface_normal3f = rsurface_array_normal3f;
-                       Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
+                       rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+                       Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
                }
-               if (generatetangents && !rsurface_svector3f)
+               if (generatetangents && !rsurface_modelsvector3f)
                {
-                       Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_normal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
-                       rsurface_svector3f = rsurface_array_svector3f;
-                       rsurface_tvector3f = rsurface_array_tvector3f;
+                       rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+                       rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+                       Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
                }
        }
-       else
-       {
-               rsurface_vertex3f = rsurface_model->surfmesh.data_vertex3f;
-               rsurface_svector3f = rsurface_model->surfmesh.data_svector3f;
-               rsurface_tvector3f = rsurface_model->surfmesh.data_tvector3f;
-               rsurface_normal3f = rsurface_model->surfmesh.data_normal3f;
-       }
        if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
                int texturesurfaceindex;
@@ -2521,15 +2579,15 @@ void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *
                                for (i = 0;i < 4;i++)
                                        Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
                                for (i = 0;i < 4;i++)
-                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3);
                        }
-                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_normal3f, r_smoothnormals_areaweighting.integer);
-                       Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_array_vertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_normal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_svector3f, rsurface_array_tvector3f, r_smoothnormals_areaweighting.integer);
+                       Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
+                       Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
                }
-               rsurface_vertex3f = rsurface_array_vertex3f;
-               rsurface_svector3f = rsurface_array_svector3f;
-               rsurface_tvector3f = rsurface_array_tvector3f;
-               rsurface_normal3f = rsurface_array_normal3f;
+               rsurface_vertex3f = rsurface_array_deformedvertex3f;
+               rsurface_svector3f = rsurface_array_deformedsvector3f;
+               rsurface_tvector3f = rsurface_array_deformedtvector3f;
+               rsurface_normal3f = rsurface_array_deformednormal3f;
        }
        R_Mesh_VertexPointer(rsurface_vertex3f);
 }
@@ -2671,30 +2729,33 @@ static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, floa
        RSurf_Draw(surface);
 }
 
-static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
+static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
        int lightmode;
-       model_t *model = ent->model;
        qboolean applycolor;
        qboolean applyfog;
        rmeshstate_t m;
-       if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
                return;
        r_shadow_rtlight = NULL;
        renderstats.entities_surfaces += texturenumsurfaces;
-       // FIXME: identify models using a better check than model->brush.shadowmesh
-       lightmode = ((ent->effects & EF_FULLBRIGHT) || model->brush.shadowmesh) ? 0 : 2;
-       GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
-       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+       // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
+       lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
+       GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
+       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
                qglDisable(GL_CULL_FACE);
        if (r_showsurfaces.integer)
        {
-               GL_DepthMask(true);
-               GL_BlendFunc(GL_ONE, GL_ZERO);
-               R_Mesh_ColorPointer(NULL);
-               R_Mesh_ResetTextureState();
-               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+               if (rsurface_mode != RSURFMODE_SHOWSURFACES)
+               {
+                       rsurface_mode = RSURFMODE_SHOWSURFACES;
+                       GL_DepthMask(true);
+                       GL_BlendFunc(GL_ONE, GL_ZERO);
+                       R_Mesh_ColorPointer(NULL);
+                       R_Mesh_ResetTextureState();
+               }
+               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
@@ -2703,44 +2764,59 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        RSurf_Draw(surface);
                }
        }
-       else if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+       else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                // transparent sky would be ridiculous
-               if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                {
-                       if (skyrendernow)
+                       if (rsurface_mode != RSURFMODE_SKY)
                        {
-                               skyrendernow = false;
-                               R_Sky();
-                               // restore entity matrix
-                               R_Mesh_Matrix(&ent->matrix);
+                               if (rsurface_mode == RSURFMODE_GLSL)
+                                       qglUseProgramObjectARB(0);
+                               rsurface_mode = RSURFMODE_SKY;
+                               if (skyrendernow)
+                               {
+                                       skyrendernow = false;
+                                       R_Sky();
+                                       // restore entity matrix
+                                       R_Mesh_Matrix(&rsurface_entity->matrix);
+                               }
+                               GL_DepthMask(true);
+                               // LordHavoc: HalfLife maps have freaky skypolys so don't use
+                               // skymasking on them, and Quake3 never did sky masking (unlike
+                               // software Quake and software Quake2), so disable the sky masking
+                               // in Quake3 maps as it causes problems with q3map2 sky tricks,
+                               // and skymasking also looks very bad when noclipping outside the
+                               // level, so don't use it then either.
+                               if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+                               {
+                                       GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+                                       R_Mesh_ColorPointer(NULL);
+                                       R_Mesh_ResetTextureState();
+                                       if (skyrendermasked)
+                                       {
+                                               // depth-only (masking)
+                                               GL_ColorMask(0,0,0,0);
+                                               // just to make sure that braindead drivers don't draw
+                                               // anything despite that colormask...
+                                               GL_BlendFunc(GL_ZERO, GL_ONE);
+                                       }
+                                       else
+                                       {
+                                               // fog sky
+                                               GL_BlendFunc(GL_ONE, GL_ZERO);
+                                       }
+                               }
                        }
-                       GL_DepthMask(true);
                        // LordHavoc: HalfLife maps have freaky skypolys so don't use
                        // skymasking on them, and Quake3 never did sky masking (unlike
                        // software Quake and software Quake2), so disable the sky masking
                        // in Quake3 maps as it causes problems with q3map2 sky tricks,
                        // and skymasking also looks very bad when noclipping outside the
                        // level, so don't use it then either.
-                       if (model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
+                       if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis)
                        {
-                               GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
-                               R_Mesh_ColorPointer(NULL);
-                               R_Mesh_ResetTextureState();
-                               if (skyrendermasked)
-                               {
-                                       // depth-only (masking)
-                                       GL_ColorMask(0,0,0,0);
-                                       // just to make sure that braindead drivers don't draw
-                                       // anything despite that colormask...
-                                       GL_BlendFunc(GL_ZERO, GL_ONE);
-                               }
-                               else
-                               {
-                                       // fog sky
-                                       GL_BlendFunc(GL_ONE, GL_ZERO);
-                               }
-                               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+                               RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
@@ -2751,28 +2827,40 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        }
                }
        }
-       else if (texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader)
+       else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader)
        {
-               GL_BlendFunc(texture->currentlayers[0].blendfunc1, texture->currentlayers[0].blendfunc2);
-               GL_DepthMask(!(texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-
-               R_Mesh_ColorPointer(NULL);
-               R_Mesh_ResetTextureState();
-               GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
-               R_SetupSurfaceShader(ent, texture, lightmaptexture, modelorg, vec3_origin, lightmode == 2);
+               if (rsurface_mode != RSURFMODE_GLSL)
+               {
+                       rsurface_mode = RSURFMODE_GLSL;
+                       rsurface_glsl_texture = NULL;
+                       R_Mesh_ResetTextureState();
+               }
+               if (rsurface_glsl_texture != rsurface_texture)
+               {
+                       rsurface_glsl_texture = rsurface_texture;
+                       GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
+                       GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
+                       GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
+                       R_SetupSurfaceShader(vec3_origin, lightmode == 2);
+                       //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
+                       //if (r_glsl_deluxemapping.integer)
+                       //      permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
+                       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
+                       if (lightmode != 2)
+                               R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
+                       GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+               }
                if (!r_glsl_permutation)
                        return;
-               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, true, texturenumsurfaces, texturesurfacelist);
-               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+               RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
                R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
                R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
                R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
                if (lightmode != 2)
                {
-                       R_Mesh_TexCoordPointer(4, 2, model->surfmesh.data_texcoordlightmap2f);
-                       if (lightmaptexture)
+                       if (rsurface_lightmaptexture)
                        {
-                               R_Mesh_TexBind(7, R_GetTexture(lightmaptexture));
+                               R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
                                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                                        R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
                                R_Mesh_ColorPointer(NULL);
@@ -2782,36 +2870,37 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
                                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
                                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
-                               R_Mesh_ColorPointer(model->surfmesh.data_lightmapcolor4f);
+                               R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
                        }
                }
-               if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-                       qglEnable(GL_ALPHA_TEST);
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        RSurf_Draw(surface);
                }
-               if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-                       qglDisable(GL_ALPHA_TEST);
-               qglUseProgramObjectARB(0);
        }
-       else if (texture->currentnumlayers)
+       else if (rsurface_texture->currentnumlayers)
        {
                int layerindex;
-               texturelayer_t *layer;
-               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, true, false, texturenumsurfaces, texturesurfacelist);
-               for (layerindex = 0, layer = texture->currentlayers;layerindex < texture->currentnumlayers;layerindex++, layer++)
+               const texturelayer_t *layer;
+               if (rsurface_mode != RSURFMODE_MULTIPASS)
+               {
+                       if (rsurface_mode == RSURFMODE_GLSL)
+                               qglUseProgramObjectARB(0);
+                       rsurface_mode = RSURFMODE_MULTIPASS;
+               }
+               RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+               for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
                {
                        vec4_t layercolor;
                        int layertexrgbscale;
-                       if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+                       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                        {
                                if (layerindex == 0)
-                                       qglEnable(GL_ALPHA_TEST);
+                                       GL_AlphaTest(true);
                                else
                                {
-                                       qglDisable(GL_ALPHA_TEST);
+                                       GL_AlphaTest(false);
                                        qglDepthFunc(GL_EQUAL);
                                }
                        }
@@ -2841,11 +2930,11 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        {
                        case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
                                memset(&m, 0, sizeof(m));
-                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
                                m.tex[1] = R_GetTexture(layer->texture);
                                m.texmatrix[1] = layer->texmatrix;
                                m.texrgbscale[1] = layertexrgbscale;
-                               m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
                                if (lightmode == 2)
                                {
@@ -2856,9 +2945,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                                RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
                                        }
                                }
-                               else if (lightmaptexture)
+                               else if (rsurface_lightmaptexture)
                                {
-                                       R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+                                       R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
@@ -2880,7 +2969,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.texrgbscale[0] = layertexrgbscale;
-                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordlightmap2f;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
                                R_Mesh_TextureState(&m);
                                if (lightmode == 2)
                                {
@@ -2891,9 +2980,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                                RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false);
                                        }
                                }
-                               else if (lightmaptexture)
+                               else if (rsurface_lightmaptexture)
                                {
-                                       R_Mesh_TexBind(0, R_GetTexture(lightmaptexture));
+                                       R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
                                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                        {
                                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
@@ -2915,7 +3004,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.texrgbscale[0] = layertexrgbscale;
-                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
@@ -2928,7 +3017,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.texrgbscale[0] = layertexrgbscale;
-                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
                                if (lightmode == 2)
                                {
@@ -2952,7 +3041,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.tex[0] = R_GetTexture(layer->texture);
                                m.texmatrix[0] = layer->texmatrix;
                                m.texrgbscale[0] = layertexrgbscale;
-                               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+                               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                R_Mesh_TextureState(&m);
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
@@ -2967,7 +3056,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        memset(&m, 0, sizeof(m));
                                        m.tex[0] = R_GetTexture(layer->texture);
                                        m.texmatrix[0] = layer->texmatrix;
-                                       m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+                                       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
                                        R_Mesh_TextureState(&m);
                                }
                                else
@@ -2979,7 +3068,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                        {
-                                               f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                                               f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
                                                c[0] = layercolor[0];
                                                c[1] = layercolor[1];
                                                c[2] = layercolor[2];
@@ -3010,41 +3099,40 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                GL_LockArrays(0, 0);
                        }
                }
-               if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                {
                        qglDepthFunc(GL_LEQUAL);
-                       qglDisable(GL_ALPHA_TEST);
+                       GL_AlphaTest(false);
                }
        }
        GL_LockArrays(0, 0);
-       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
                qglEnable(GL_CULL_FACE);
 }
 
 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
        msurface_t *surface = ent->model->data_surfaces + surfacenumber;
-       vec3_t modelorg;
-       texture_t *texture;
 
-       texture = surface->texture;
-       if (texture->basematerialflags & MATERIALFLAG_SKY)
+       rsurface_texture = surface->texture;
+       if (rsurface_texture->basematerialflags & MATERIALFLAG_SKY)
                return; // transparent sky is too difficult
-       R_UpdateTextureInfo(ent, texture);
 
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
-       R_DrawTextureSurfaceList(ent, texture->currentframe, surface->lightmaptexture, 1, &surface, modelorg);
+       RSurf_ActiveEntity(ent);
+       R_UpdateTextureInfo(ent, rsurface_texture);
+       rsurface_texture = rsurface_texture->currentframe;
+       R_DrawTextureSurfaceList(1, &surface);
+       RSurf_CleanUp();
 }
 
-void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg)
+void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
        vec3_t tempcenter, center;
-       if (texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
        {
                // drawing sky transparently would be too difficult
-               if (!(texture->currentmaterialflags & MATERIALFLAG_SKY))
+               if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
                {
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
@@ -3052,13 +3140,13 @@ void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtextur
                                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(&ent->matrix, tempcenter, center);
-                               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, ent, surface - ent->model->data_surfaces, r_shadow_rtlight);
+                               Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+                               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
                        }
                }
        }
        else
-               R_DrawTextureSurfaceList(ent, texture, lightmaptexture, texturenumsurfaces, texturesurfacelist, modelorg);
+               R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
 }
 
 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
@@ -3066,17 +3154,15 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
 {
        int i, j, f, flagsmask;
        int counttriangles = 0;
-       texture_t *t, *texture;
-       rtexture_t *lmap;
+       texture_t *t;
        model_t *model = ent->model;
-       vec3_t modelorg;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
        msurface_t *surfacelist[1024];
        if (model == NULL)
                return;
-       R_Mesh_Matrix(&ent->matrix);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+
+       RSurf_ActiveEntity(ent);
 
        // update light styles
        if (!skysurfaces && model->brushq1.light_styleupdatechains)
@@ -3098,8 +3184,8 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       lmap = NULL;
-       texture = NULL;
+       rsurface_lightmaptexture = NULL;
+       rsurface_texture = NULL;
        numsurfacelist = 0;
        if (ent == r_refdef.worldentity)
        {
@@ -3108,17 +3194,17 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                {
                        if (!r_worldsurfacevisible[j])
                                continue;
-                       if (t != surface->texture || lmap != surface->lightmaptexture)
+                       if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                        {
                                if (numsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               lmap = surface->lightmaptexture;
-                               texture = t->currentframe;
-                               f = texture->currentmaterialflags & flagsmask;
+                               rsurface_lightmaptexture = surface->lightmaptexture;
+                               rsurface_texture = t->currentframe;
+                               f = rsurface_texture->currentmaterialflags & flagsmask;
                        }
                        if (f && surface->num_triangles)
                        {
@@ -3130,7 +3216,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                        }
@@ -3141,17 +3227,17 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                msurface_t *surface;
                for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
                {
-                       if (t != surface->texture || lmap != surface->lightmaptexture)
+                       if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                        {
                                if (numsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               lmap = surface->lightmaptexture;
-                               texture = t->currentframe;
-                               f = texture->currentmaterialflags & flagsmask;
+                               rsurface_lightmaptexture = surface->lightmaptexture;
+                               rsurface_texture = t->currentframe;
+                               f = rsurface_texture->currentmaterialflags & flagsmask;
                        }
                        if (f && surface->num_triangles)
                        {
@@ -3163,17 +3249,16 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                counttriangles += surface->num_triangles;
                                if (numsurfacelist >= maxsurfacelist)
                                {
-                                       R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
+                                       R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                        }
                }
        }
        if (numsurfacelist)
-               R_QueueTextureSurfaceList(ent, texture, lmap, numsurfacelist, surfacelist, modelorg);
+               R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
        renderstats.entities_triangles += counttriangles;
-       if (gl_support_fragment_shader)
-               qglUseProgramObjectARB(0);
+       RSurf_CleanUp();
 
        if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
        {
@@ -3213,13 +3298,13 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                {
                        if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j])
                                continue;
-                       texture = surface->texture->currentframe;
-                       if ((texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+                       rsurface_texture = surface->texture->currentframe;
+                       if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
-                               RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, r_shownormals.integer != 0, 1, &surface);
+                               RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
                                if (r_showtris.integer)
                                {
-                                       if (!texture->currentlayers->depthmask)
+                                       if (!rsurface_texture->currentlayers->depthmask)
                                                GL_Color(r_showtris.value, 0, 0, 1);
                                        else if (ent == r_refdef.worldentity)
                                                GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1);
@@ -3270,6 +3355,7 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
                                }
                        }
                }
+               rsurface_texture = NULL;
                if (r_showdisabledepthtest.integer)
                        qglDepthFunc(GL_LEQUAL);
        }
index 1cb68081791a0a5debe11ed064777abe00ef7a2a..43334b640d4e48ca0dfba437e2288fec07483c5f 100644 (file)
@@ -705,10 +705,10 @@ 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(entity_render_t *ent, texture_t *texture, const vec3_t modelorg, const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
+void R_Q1BSP_DrawShadowVolume_Batch(const vec3_t relativelightorigin, const vec3_t lightmins, const vec3_t lightmaxs, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int texturesurfaceindex;
-       RSurf_PrepareVerticesForBatch(ent, texture, modelorg, false, false, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
        {
                msurface_t *surface = texturesurfacelist[texturesurfaceindex];
@@ -723,8 +723,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        int modelsurfacelistindex;
        int f = 0;
        float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
-       vec3_t modelorg;
-       texture_t *t = NULL, *texture = NULL;
+       texture_t *t = NULL;
        const int maxsurfacelist = 1024;
        int numsurfacelist = 0;
        msurface_t *surfacelist[1024];
@@ -738,10 +737,10 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
                {
                        surface = model->data_surfaces + modelsurfacelist[modelsurfacelistindex];
-                       texture = surface->texture->currentframe;
-                       if ((texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
+                       t = surface->texture->currentframe;
+                       if ((t->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) != MATERIALFLAG_WALL)
                                continue;
-                       if ((texture->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
+                       if ((t->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) || (ent->flags & RENDER_NOCULLFACE))
                                continue;
                        R_Shadow_MarkVolumeFromBox(surface->num_firstshadowmeshtriangle, surface->num_triangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, relativelightorigin, lightmins, lightmaxs, surface->mins, surface->maxs);
                }
@@ -750,7 +749,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        else
        {
                projectdistance = lightradius + model->radius*2;
-               Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
+               RSurf_ActiveEntity(ent);
                R_Shadow_PrepareShadowMark(model->surfmesh.num_triangles);
                // identify lit faces within the bounding box
                for (modelsurfacelistindex = 0;modelsurfacelistindex < modelnumsurfaces;modelsurfacelistindex++)
@@ -760,18 +759,18 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                        {
                                if (numsurfacelist)
                                {
-                                       R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+                                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
                                        numsurfacelist = 0;
                                }
                                t = surface->texture;
-                               texture = t->currentframe;
-                               f = (texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
+                               rsurface_texture = t->currentframe;
+                               f = (rsurface_texture->currentmaterialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_WALL)) == MATERIALFLAG_WALL;
                        }
                        if (f && surface->num_triangles)
                                surfacelist[numsurfacelist++] = surface;
                }
                if (numsurfacelist)
-                       R_Q1BSP_DrawShadowVolume_Batch(ent, texture, modelorg, relativelightorigin, lightmins, lightmaxs, numsurfacelist, surfacelist);
+                       R_Q1BSP_DrawShadowVolume_Batch(relativelightorigin, 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, projectdistance, numshadowmark, shadowmarklist);
        }
 }
@@ -779,21 +778,19 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
 static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
 {
        msurface_t *surface = ent->model->data_surfaces + surfacenumber;
-       texture_t *texture = surface->texture;
-       R_UpdateTextureInfo(ent, texture);
-       texture = texture->currentframe;
+       R_UpdateTextureInfo(ent, surface->texture);
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
        R_Shadow_RenderMode_Lighting(false, true);
        R_Shadow_SetupEntityLight(ent);
-       R_Shadow_RenderSurfacesLighting(ent, texture, 1, &surface);
+       rsurface_texture = surface->texture->currentframe;
+       R_Shadow_RenderSurfacesLighting(1, &surface);
        R_Shadow_RenderMode_End();
 }
 
-static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, texture_t *texture, int batchnumsurfaces, msurface_t **batchsurfacelist)
+static void R_Q1BSP_DrawLight_TransparentBatch(int batchnumsurfaces, msurface_t **batchsurfacelist)
 {
        int batchsurfaceindex;
-       model_t *model = ent->model;
        msurface_t *batchsurface;
        vec3_t tempcenter, center;
        for (batchsurfaceindex = 0;batchsurfaceindex < batchnumsurfaces;batchsurfaceindex++)
@@ -802,8 +799,8 @@ static void R_Q1BSP_DrawLight_TransparentBatch(const entity_render_t *ent, textu
                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(&ent->matrix, tempcenter, center);
-               R_MeshQueue_AddTransparent(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, batchsurface - model->data_surfaces, r_shadow_rtlight);
+               Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
+               R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_Q1BSP_DrawLight_TransparentCallback, rsurface_entity, batchsurface - rsurface_model->data_surfaces, r_shadow_rtlight);
        }
 }
 
@@ -813,16 +810,14 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
 {
        model_t *model = ent->model;
        msurface_t *surface;
-       texture_t *texture;
        int surfacelistindex, batchnumsurfaces;
        msurface_t *batchsurfacelist[RSURF_MAX_BATCHSURFACES];
-       vec3_t modelorg;
        texture_t *tex;
        qboolean skip;
+       RSurf_ActiveEntity(ent);
        R_UpdateAllTextureInfo(ent);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
        tex = NULL;
-       texture = NULL;
+       rsurface_texture = NULL;
        skip = false;
        batchnumsurfaces = 0;
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
@@ -835,15 +830,15 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                {
                        if (batchnumsurfaces > 0)
                        {
-                               if (texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                                else
-                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                                batchnumsurfaces = 0;
                        }
                        tex = surface->texture;
-                       texture = surface->texture->currentframe;
-                       skip = (texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
+                       rsurface_texture = surface->texture->currentframe;
+                       skip = (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) != 0;
                        if (skip)
                                continue;
                }
@@ -851,10 +846,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                {
                        if (batchnumsurfaces == RSURF_MAX_BATCHSURFACES)
                        {
-                               if (texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+                               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                                else
-                                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                                batchnumsurfaces = 0;
                        }
                        batchsurfacelist[batchnumsurfaces++] = surface;
@@ -862,10 +857,10 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
        }
        if (batchnumsurfaces > 0)
        {
-               if (texture->currentmaterialflags & MATERIALFLAG_BLENDED)
-                       R_Q1BSP_DrawLight_TransparentBatch(ent, texture, batchnumsurfaces, batchsurfacelist);
+               if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+                       R_Q1BSP_DrawLight_TransparentBatch(batchnumsurfaces, batchsurfacelist);
                else
-                       R_Shadow_RenderSurfacesLighting(ent, texture, batchnumsurfaces, batchsurfacelist);
+                       R_Shadow_RenderSurfacesLighting(batchnumsurfaces, batchsurfacelist);
                batchnumsurfaces = 0;
        }
        qglEnable(GL_CULL_FACE);
index 3b12bbd578f62d84ffda4b3af56111b391e4f4c1..c1dcc70c17342a1e7eb43543a5df55eb50b8f5f7 100644 (file)
@@ -1229,55 +1229,52 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numve
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_VisibleLighting(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // used to display how many times a surface is lit for level design purposes
        int surfacelistindex;
-       model_t *model = ent->model;
        GL_Color(0.1, 0.025, 0, 1);
        R_Mesh_ColorPointer(NULL);
        R_Mesh_ResetTextureState();
-       RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, false, false, numsurfaces, surfacelist);
+       RSurf_PrepareVerticesForBatch(false, false, numsurfaces, surfacelist);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
-               GL_LockArrays(0, 0);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
        }
+       GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        int surfacelistindex;
-       model_t *model = ent->model;
-       RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
-       R_SetupSurfaceShader(ent, texture, NULL, r_shadow_entityeyeorigin, lightcolorbase, false);
-       R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
+       R_SetupSurfaceShader(lightcolorbase, false);
+       R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
        R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
        R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
        R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
-       if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
                qglDepthFunc(GL_EQUAL);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
        }
-       if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
-               qglDepthFunc(GL_LEQUAL);
        GL_LockArrays(0, 0);
+       if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+               qglDepthFunc(GL_LEQUAL);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
 {
        int renders;
-       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        GL_Color(1,1,1,1);
        // colorscale accounts for how much we multiply the brightness
        // during combine.
@@ -1294,8 +1291,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[1] = texture->currenttexmatrix;
+               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
                m.texmatrix[2] = r_shadow_entitytolight;
@@ -1309,8 +1306,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                m.tex[1] = R_GetTexture(basetexture);
-               m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[1] = texture->currenttexmatrix;
+               m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[1] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
        else if (r_textureunits.integer >= 4 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
@@ -1324,8 +1321,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[2] = texture->currenttexmatrix;
+               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[3] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1345,8 +1342,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                m.tex[2] = R_GetTexture(basetexture);
-               m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[2] = texture->currenttexmatrix;
+               m.pointer_texcoord[2] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[2] = rsurface_texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
        else
@@ -1368,8 +1365,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1391,13 +1388,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
        GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
        int renders;
-       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        GL_Color(1,1,1,1);
        // colorscale accounts for how much we multiply the brightness
        // during combine.
@@ -1412,8 +1408,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1430,8 +1426,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1457,8 +1453,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1471,8 +1467,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1487,8 +1483,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1502,8 +1498,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
@@ -1515,8 +1511,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1536,8 +1532,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1566,8 +1562,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1580,8 +1576,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1603,13 +1599,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
        GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
        int renders;
-       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        // FIXME: detect blendsquare!
        //if (!gl_support_blendsquare)
        //      return;
@@ -1619,8 +1614,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                // 2/0/0/1/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1657,8 +1652,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1672,8 +1667,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                // 2/0/0/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1700,8 +1695,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
                m.texmatrix[1] = r_shadow_entitytoattenuationxyz;
@@ -1712,8 +1707,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                // 2/0/0/2/2 2D combine blendsquare path
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
@@ -1753,8 +1748,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
 
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
-               m.texmatrix[0] = texture->currenttexmatrix;
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+               m.texmatrix[0] = rsurface_texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
                        m.texcubemap[1] = R_GetTexture(r_shadow_rtlight->currentcubemap);
@@ -1775,7 +1770,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
        GL_LockArrays(0, 0);
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        // ARB path (any Geforce, any Radeon)
        int surfacelistindex;
@@ -1784,38 +1779,38 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
        qboolean dospecular = specularscale > 0;
        if (!doambient && !dodiffuse && !dospecular)
                return;
-       RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
+       RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
        R_Mesh_ColorPointer(NULL);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
                if (dopants)
                {
                        if (doambient)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
                        if (dodiffuse)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
                }
                if (doshirt)
                {
                        if (doambient)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
                        if (dodiffuse)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(ent, texture, surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
                }
                if (dospecular)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(ent, texture, surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
        }
 }
 
 void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
        int renders;
-       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
        for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
        {
@@ -1882,10 +1877,10 @@ goodpass:
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float specularscale, qboolean dopants, qboolean doshirt)
 {
        int surfacelistindex;
-       model_t *model = ent->model;
+       model_t *model = rsurface_entity->model;
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
@@ -1900,8 +1895,8 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
        R_Mesh_ColorPointer(rsurface_array_color4f);
        memset(&m, 0, sizeof(m));
        m.tex[0] = R_GetTexture(basetexture);
-       m.texmatrix[0] = texture->currenttexmatrix;
-       m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
+       m.texmatrix[0] = rsurface_texture->currenttexmatrix;
+       m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
        if (r_textureunits.integer >= 2)
        {
                // voodoo2 or TNT
@@ -1917,7 +1912,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
                }
        }
        R_Mesh_TextureState(&m);
-       RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, false, numsurfaces, surfacelist);
+       RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
@@ -1937,53 +1932,53 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
        }
 }
 
-void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist)
+void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist)
 {
        // FIXME: support MATERIALFLAG_NODEPTHTEST
        vec3_t lightcolorbase, lightcolorpants, lightcolorshirt;
        // calculate colors to render this texture with
-       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * ent->colormod[0] * texture->currentalpha;
-       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * ent->colormod[1] * texture->currentalpha;
-       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * ent->colormod[2] * texture->currentalpha;
-       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+       lightcolorbase[0] = r_shadow_rtlight->currentcolor[0] * rsurface_entity->colormod[0] * rsurface_texture->currentalpha;
+       lightcolorbase[1] = r_shadow_rtlight->currentcolor[1] * rsurface_entity->colormod[1] * rsurface_texture->currentalpha;
+       lightcolorbase[2] = r_shadow_rtlight->currentcolor[2] * rsurface_entity->colormod[2] * rsurface_texture->currentalpha;
+       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + (r_shadow_rtlight->specularscale * rsurface_texture->specularscale) * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
                return;
-       if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
+       if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE))
                qglDisable(GL_CULL_FACE);
        else
                qglEnable(GL_CULL_FACE);
-       if (texture->colormapping)
+       if (rsurface_texture->colormapping)
        {
-               qboolean dopants = texture->skin.pants != NULL && VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f);
-               qboolean doshirt = texture->skin.shirt != NULL && VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+               qboolean dopants = rsurface_texture->skin.pants != NULL && VectorLength2(rsurface_entity->colormap_pantscolor) >= (1.0f / 1048576.0f);
+               qboolean doshirt = rsurface_texture->skin.shirt != NULL && VectorLength2(rsurface_entity->colormap_shirtcolor) >= (1.0f / 1048576.0f);
                if (dopants)
                {
-                       lightcolorpants[0] = lightcolorbase[0] * ent->colormap_pantscolor[0];
-                       lightcolorpants[1] = lightcolorbase[1] * ent->colormap_pantscolor[1];
-                       lightcolorpants[2] = lightcolorbase[2] * ent->colormap_pantscolor[2];
+                       lightcolorpants[0] = lightcolorbase[0] * rsurface_entity->colormap_pantscolor[0];
+                       lightcolorpants[1] = lightcolorbase[1] * rsurface_entity->colormap_pantscolor[1];
+                       lightcolorpants[2] = lightcolorbase[2] * rsurface_entity->colormap_pantscolor[2];
                }
                else
                        VectorClear(lightcolorpants);
                if (doshirt)
                {
-                       lightcolorshirt[0] = lightcolorbase[0] * ent->colormap_shirtcolor[0];
-                       lightcolorshirt[1] = lightcolorbase[1] * ent->colormap_shirtcolor[1];
-                       lightcolorshirt[2] = lightcolorbase[2] * ent->colormap_shirtcolor[2];
+                       lightcolorshirt[0] = lightcolorbase[0] * rsurface_entity->colormap_shirtcolor[0];
+                       lightcolorshirt[1] = lightcolorbase[1] * rsurface_entity->colormap_shirtcolor[1];
+                       lightcolorshirt[2] = lightcolorbase[2] * rsurface_entity->colormap_shirtcolor[2];
                }
                else
                        VectorClear(lightcolorshirt);
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, texture->basetexture, texture->skin.pants, texture->skin.shirt, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, dopants, doshirt);
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, lightcolorpants, lightcolorshirt, rsurface_texture->basetexture, rsurface_texture->skin.pants, rsurface_texture->skin.shirt, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, dopants, doshirt);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -1995,16 +1990,16 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
                switch (r_shadow_rendermode)
                {
                case R_SHADOW_RENDERMODE_VISIBLELIGHTING:
-                       R_Shadow_RenderSurfacesLighting_VisibleLighting(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+                       R_Shadow_RenderSurfacesLighting_VisibleLighting(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_GLSL:
-                       R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+                       R_Shadow_RenderSurfacesLighting_Light_GLSL(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_DOT3:
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                case R_SHADOW_RENDERMODE_LIGHT_VERTEX:
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex(ent, texture, numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, texture->basetexture, r_texture_black, r_texture_black, texture->skin.nmap, texture->glosstexture, r_shadow_rtlight->specularscale * texture->specularscale, false, false);
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex(numsurfaces, surfacelist, lightcolorbase, vec3_origin, vec3_origin, rsurface_texture->basetexture, r_texture_black, r_texture_black, rsurface_texture->skin.nmap, rsurface_texture->glosstexture, r_shadow_rtlight->specularscale * rsurface_texture->specularscale, false, false);
                        break;
                default:
                        Con_Printf("R_Shadow_RenderSurfacesLighting: unknown r_shadow_rendermode %i\n", r_shadow_rendermode);
@@ -2207,12 +2202,14 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa
 void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 {
        // set up properties for rendering light onto this entity
+       RSurf_ActiveEntity(ent);
        Matrix4x4_Concat(&r_shadow_entitytolight, &r_shadow_rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
        Matrix4x4_Transform(&ent->inversematrix, r_shadow_rtlight->shadoworigin, r_shadow_entitylightorigin);
-       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, r_shadow_entityeyeorigin);
-       R_Mesh_Matrix(&ent->matrix);
+       VectorCopy(rsurface_modelorg, r_shadow_entityeyeorigin);
+       if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
+               R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
 }
 
 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
index 9181da99fa3884ae33bd50bbeb22a0b41947e2e6..467e89a4168ed8efbc379225e5e5251fbaa39c35 100644 (file)
@@ -32,7 +32,7 @@ extern cvar_t gl_ext_stenciltwoside;
 void R_Shadow_Init(void);
 void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f, const int *elements, const int *neighbors, const vec3_t projectorigin, float projectdistance, int nummarktris, const int *marktris);
 void R_Shadow_MarkVolumeFromBox(int firsttriangle, int numtris, const float *invertex3f, const int *elements, const vec3_t projectorigin, const vec3_t lightmins, const vec3_t lightmaxs, const vec3_t surfacemins, const vec3_t surfacemaxs);
-void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t *texture, int numsurfaces, msurface_t **surfacelist);
+void R_Shadow_RenderSurfacesLighting(int numsurfaces, msurface_t **surfacelist);
 void R_Shadow_RenderMode_Begin(void);
 void R_Shadow_RenderMode_ActiveLight(rtlight_t *rtlight);
 void R_Shadow_RenderMode_Reset(void);
index 8ab655982c4392bd7858215c74e69db19fc98e65..bfd89e67901638a7fcceddcd5ac67be641c8a858 100644 (file)
--- a/render.h
+++ b/render.h
@@ -263,22 +263,42 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
 extern mempool_t *r_main_mempool;
 
 extern int rsurface_array_size;
-extern float *rsurface_array_vertex3f;
-extern float *rsurface_array_svector3f;
-extern float *rsurface_array_tvector3f;
-extern float *rsurface_array_normal3f;
+extern float *rsurface_array_modelvertex3f;
+extern float *rsurface_array_modelsvector3f;
+extern float *rsurface_array_modeltvector3f;
+extern float *rsurface_array_modelnormal3f;
+extern float *rsurface_array_deformedvertex3f;
+extern float *rsurface_array_deformedsvector3f;
+extern float *rsurface_array_deformedtvector3f;
+extern float *rsurface_array_deformednormal3f;
 extern float *rsurface_array_color4f;
 extern float *rsurface_array_texcoord3f;
 
+typedef enum rsurfmode_e
+{
+       RSURFMODE_NONE,
+       RSURFMODE_SHOWSURFACES,
+       RSURFMODE_SKY,
+       RSURFMODE_MULTIPASS,
+       RSURFMODE_GLSL
+}
+rsurfmode_t;
+
 extern float *rsurface_vertex3f;
 extern float *rsurface_svector3f;
 extern float *rsurface_tvector3f;
 extern float *rsurface_normal3f;
 extern float *rsurface_lightmapcolor4f;
 extern vec3_t rsurface_modelorg;
+extern qboolean rsurface_generatedvertex;
 extern const entity_render_t *rsurface_entity;
 extern const model_t *rsurface_model;
-extern const texture_t *rsurface_texture;
+extern texture_t *rsurface_texture;
+extern rtexture_t *rsurface_lightmaptexture;
+extern rsurfmode_t rsurface_mode;
+
+void RSurf_ActiveEntity(const entity_render_t *ent);
+void RSurf_CleanUp(void);
 
 void R_Mesh_ResizeArrays(int newvertices);
 
@@ -287,10 +307,10 @@ struct texture_s;
 struct msurface_s;
 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t);
 void R_UpdateAllTextureInfo(entity_render_t *ent);
-void R_QueueTextureSurfaceList(entity_render_t *ent, texture_t *texture, rtexture_t *lightmaptexture, int texturenumsurfaces, msurface_t **texturesurfacelist, const vec3_t modelorg);
+void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist);
 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces);
 
-void RSurf_PrepareVerticesForBatch(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
+void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist);
 
 #define SHADERPERMUTATION_MODE_LIGHTSOURCE (1<<0) // (lightsource) use directional pixel shading from light source (rtlight)
 #define SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE (1<<1) // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap)
@@ -346,7 +366,8 @@ extern r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
 extern r_glsl_permutation_t *r_glsl_permutation;
 
 void R_GLSL_CompilePermutation(int permutation);
-void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, rtexture_t *lightmaptexture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting);
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting);
+void R_SwitchSurfaceShader(int permutation);
 
 #endif