]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Added snd_channellayout to configure the speaker layout dynamically (0: auto, 1:...
[xonotic/darkplaces.git] / r_shadow.c
index c54e8b750b87d14559aff936ddfcd03683d15fa9..791e073ef0085f89c97717c8032cbc037dd31af6 100644 (file)
@@ -659,7 +659,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        if (maxshadowtriangles < nummarktris || maxshadowvertices < numverts)
                R_Shadow_ResizeShadowArrays((numverts + 255) & ~255, (nummarktris + 255) & ~255);
        tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, shadowvertex3f, projectorigin, projectdistance, nummarktris, marktris);
-       renderstats.lights_dynamicshadowtriangles += tris;
+       r_refdef.stats.lights_dynamicshadowtriangles += tris;
        R_Shadow_RenderVolume(outverts, tris, shadowvertex3f, shadowelements);
 }
 
@@ -708,7 +708,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                Mod_ShadowMesh_AddMesh(r_main_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
                return;
        }
-       renderstats.lights_shadowtriangles += numtriangles;
+       r_refdef.stats.lights_shadowtriangles += numtriangles;
        CHECKGLERROR
        R_Mesh_VertexPointer(vertex3f);
        GL_LockArrays(0, numvertices);
@@ -757,7 +757,7 @@ static void R_Shadow_MakeTextures(void)
                }
        }
        r_shadow_attenuation2dtexture = R_LoadTexture2D(r_shadow_texturepool, "attenuation2d", ATTEN2DSIZE, ATTEN2DSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_ALPHA, NULL);
-       if (r_shadow_texture3d.integer)
+       if (r_shadow_texture3d.integer && gl_texture3d)
        {
                for (z = 0;z < ATTEN3DSIZE;z++)
                {
@@ -795,8 +795,6 @@ void R_Shadow_ValidateCvars(void)
 // light currently being rendered
 rtlight_t *r_shadow_rtlight;
 
-// this is the location of the eye in entity space
-vec3_t r_shadow_entityeyeorigin;
 // this is the location of the light in entity space
 vec3_t r_shadow_entitylightorigin;
 // this transforms entity coordinates to light filter cubemap coordinates
@@ -827,7 +825,7 @@ void R_Shadow_RenderMode_Begin(void)
        GL_Color(0, 0, 0, 1);
        qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
        qglEnable(GL_CULL_FACE);CHECKGLERROR
-       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
 
        r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE;
 
@@ -873,7 +871,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);CHECKGLERROR
+       qglPolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR
        qglDepthFunc(GL_LESS);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);CHECKGLERROR
@@ -898,7 +896,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
                qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
        }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
-       renderstats.lights_clears++;
+       r_refdef.stats.lights_clears++;
 }
 
 void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
@@ -908,10 +906,10 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
        if (transparent)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
@@ -951,7 +949,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
                R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow
                //R_Mesh_TexMatrix(3, r_shadow_entitytolight); // light filter matrix
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-               GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
+               GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
                CHECKGLERROR
        }
 }
@@ -963,9 +961,9 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(!r_showdisabledepthtest.integer);
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        GL_Color(0.0, 0.0125, 0.1, 1);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
        qglDepthFunc(GL_GEQUAL);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR // this culls back
        qglDisable(GL_CULL_FACE);CHECKGLERROR
@@ -980,9 +978,9 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(!r_showdisabledepthtest.integer);
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        GL_Color(0.1, 0.0125, 0, 1);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
        if (transparent)
        {
                qglDepthFunc(GL_LEQUAL);CHECKGLERROR
@@ -1012,11 +1010,11 @@ void R_Shadow_RenderMode_End(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR
+       qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
        //qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
        GL_Color(1, 1, 1, 1);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
-       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
+       GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
        qglDepthFunc(GL_LEQUAL);CHECKGLERROR
        qglCullFace(GL_FRONT);CHECKGLERROR // quake is backwards, this culls back faces
        qglEnable(GL_CULL_FACE);CHECKGLERROR
@@ -1041,18 +1039,18 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        float vertex3f[256*3];
 
        // if view is inside the light box, just say yes it's visible
-       if (BoxesOverlap(r_vieworigin, r_vieworigin, mins, maxs))
+       if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs))
        {
-               GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+               GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
                return false;
        }
 
        // create a temporary brush describing the area the light can affect in worldspace
-       VectorNegate(frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -frustum[0].dist;
-       VectorNegate(frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -frustum[1].dist;
-       VectorNegate(frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -frustum[2].dist;
-       VectorNegate(frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -frustum[3].dist;
-       VectorNegate(frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -frustum[4].dist;
+       VectorNegate(r_view.frustum[0].normal, planes[ 0].normal);planes[ 0].dist = -r_view.frustum[0].dist;
+       VectorNegate(r_view.frustum[1].normal, planes[ 1].normal);planes[ 1].dist = -r_view.frustum[1].dist;
+       VectorNegate(r_view.frustum[2].normal, planes[ 2].normal);planes[ 2].dist = -r_view.frustum[2].dist;
+       VectorNegate(r_view.frustum[3].normal, planes[ 3].normal);planes[ 3].dist = -r_view.frustum[3].dist;
+       VectorNegate(r_view.frustum[4].normal, planes[ 4].normal);planes[ 4].dist = -r_view.frustum[4].dist;
        VectorSet   (planes[ 5].normal,  1, 0, 0);         planes[ 5].dist =  maxs[0];
        VectorSet   (planes[ 6].normal, -1, 0, 0);         planes[ 6].dist = -mins[0];
        VectorSet   (planes[ 7].normal, 0,  1, 0);         planes[ 7].dist =  maxs[1];
@@ -1104,10 +1102,10 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
 
        // clamp it to the screen
-       if (ix1 < r_view_x) ix1 = r_view_x;
-       if (iy1 < r_view_y) iy1 = r_view_y;
-       if (ix2 > r_view_x + r_view_width) ix2 = r_view_x + r_view_width;
-       if (iy2 > r_view_y + r_view_height) iy2 = r_view_y + r_view_height;
+       if (ix1 < r_view.x) ix1 = r_view.x;
+       if (iy1 < r_view.y) iy1 = r_view.y;
+       if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width;
+       if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height;
 
        // if it is inside out, it's not visible
        if (ix2 <= ix1 || iy2 <= iy1)
@@ -1117,7 +1115,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
        //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);CHECKGLERROR
        //qglEnable(GL_SCISSOR_TEST);CHECKGLERROR
-       renderstats.lights_scissored++;
+       r_refdef.stats.lights_scissored++;
        return false;
 }
 
@@ -1140,9 +1138,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                                color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]);
                                color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]);
                                color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]);
-                               if (fogenabled)
+                               if (r_refdef.fogenabled)
                                {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
+                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
                                        VectorScale(color4f, f, color4f);
                                }
                        }
@@ -1173,9 +1171,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                                        color4f[1] = ambientcolor[1] * distintensity;
                                        color4f[2] = ambientcolor[2] * distintensity;
                                }
-                               if (fogenabled)
+                               if (r_refdef.fogenabled)
                                {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
+                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
                                        VectorScale(color4f, f, color4f);
                                }
                        }
@@ -1207,9 +1205,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
                                        color4f[1] = ambientcolor[1] * distintensity;
                                        color4f[2] = ambientcolor[2] * distintensity;
                                }
-                               if (fogenabled)
+                               if (r_refdef.fogenabled)
                                {
-                                       float f = VERTEXFOGTABLE(VectorDistance(v, r_shadow_entityeyeorigin));
+                                       float f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
                                        VectorScale(color4f, f, color4f);
                                }
                        }
@@ -1222,59 +1220,72 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_
 
 // TODO: use glTexGen instead of feeding vertices to texcoordpointer?
 
-static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin)
+static void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
 {
-       int i;
-       float lightdir[3];
-       for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       int surfacelistindex;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               VectorSubtract(relativelightorigin, vertex3f, lightdir);
-               // the cubemap normalizes this for us
-               out3f[0] = DotProduct(svector3f, lightdir);
-               out3f[1] = DotProduct(tvector3f, lightdir);
-               out3f[2] = DotProduct(normal3f, lightdir);
+               const msurface_t *surface = surfacelist[surfacelistindex];
+               int i;
+               float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
+               const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
+               const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
+               const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
+               const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
+               float lightdir[3];
+               for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+               {
+                       VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+                       // the cubemap normalizes this for us
+                       out3f[0] = DotProduct(svector3f, lightdir);
+                       out3f[1] = DotProduct(tvector3f, lightdir);
+                       out3f[2] = DotProduct(normal3f, lightdir);
+               }
        }
 }
 
-static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out3f, int numverts, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
+static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int numsurfaces, msurface_t **surfacelist)
 {
-       int i;
-       float lightdir[3], eyedir[3], halfdir[3];
-       for (i = 0;i < numverts;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+       int surfacelistindex;
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
-               VectorSubtract(relativelightorigin, vertex3f, lightdir);
-               VectorNormalize(lightdir);
-               VectorSubtract(relativeeyeorigin, vertex3f, eyedir);
-               VectorNormalize(eyedir);
-               VectorAdd(lightdir, eyedir, halfdir);
-               // the cubemap normalizes this for us
-               out3f[0] = DotProduct(svector3f, halfdir);
-               out3f[1] = DotProduct(tvector3f, halfdir);
-               out3f[2] = DotProduct(normal3f, halfdir);
+               const msurface_t *surface = surfacelist[surfacelistindex];
+               int i;
+               float *out3f = rsurface_array_texcoord3f + 3 * surface->num_firstvertex;
+               const float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
+               const float *svector3f = rsurface_svector3f + 3 * surface->num_firstvertex;
+               const float *tvector3f = rsurface_tvector3f + 3 * surface->num_firstvertex;
+               const float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
+               float lightdir[3], eyedir[3], halfdir[3];
+               for (i = 0;i < surface->num_vertices;i++, vertex3f += 3, svector3f += 3, tvector3f += 3, normal3f += 3, out3f += 3)
+               {
+                       VectorSubtract(r_shadow_entitylightorigin, vertex3f, lightdir);
+                       VectorNormalize(lightdir);
+                       VectorSubtract(rsurface_modelorg, vertex3f, eyedir);
+                       VectorNormalize(eyedir);
+                       VectorAdd(lightdir, eyedir, halfdir);
+                       // the cubemap normalizes this for us
+                       out3f[0] = DotProduct(svector3f, halfdir);
+                       out3f[1] = DotProduct(tvector3f, halfdir);
+                       out3f[2] = DotProduct(normal3f, halfdir);
+               }
        }
 }
 
 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;
        GL_Color(0.1, 0.025, 0, 1);
        R_Mesh_ColorPointer(NULL);
        R_Mesh_ResetTextureState();
        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, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
-       }
+       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
        GL_LockArrays(0, 0);
 }
 
 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;
        RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
        R_SetupSurfaceShader(lightcolorbase, false);
        R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
@@ -1285,12 +1296,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface
        {
                qglDepthFunc(GL_EQUAL);CHECKGLERROR
        }
-       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, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3);
-       }
+       RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
        GL_LockArrays(0, 0);
        if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
        {
@@ -1298,13 +1304,22 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(int numsurfaces, msurface
        }
 }
 
-static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurface_t *surface, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(int numsurfaces, msurface_t **surfacelist, float r, float g, float b)
 {
+       // shared final code for all the dot3 layers
        int renders;
-       float color2[3];
+       GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0);
+       for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--)
+       {
+               GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
+               GL_LockArrays(0, 0);
+       }
+}
+
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, float colorscale)
+{
        rmeshstate_t m;
-       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.
        //
@@ -1312,6 +1327,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac
        // performed to get more brightness than otherwise possible.
        //
        // Limit mult to 64 for sanity sake.
+       GL_Color(1,1,1,1);
        if (r_shadow_texture3d.integer && r_shadow_rtlight->currentcubemap != r_texture_whitecube && r_textureunits.integer >= 4)
        {
                // 3 3D combine path (Geforce3, Radeon 8500)
@@ -1388,10 +1404,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1406,24 +1422,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const msurfac
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-       VectorScale(lightcolorbase, colorscale, color2);
-       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-       {
-               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-       }
-       GL_LockArrays(0, 0);
+       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * 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)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *basetexture, rtexture_t *normalmaptexture, float colorscale)
 {
-       int renders;
-       float color2[3];
        rmeshstate_t m;
-       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.
        //
@@ -1431,6 +1435,9 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
        // performed to get more brightness than otherwise possible.
        //
        // Limit mult to 64 for sanity sake.
+       GL_Color(1,1,1,1);
+       // generate normalization cubemap texcoords
+       R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(numsurfaces, surfacelist);
        if (r_shadow_texture3d.integer && r_textureunits.integer >= 4)
        {
                // 3/2 3D combine path (Geforce3, Radeon 8500)
@@ -1442,17 +1449,16 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                m.tex3d[2] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1475,10 +1481,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
@@ -1487,13 +1493,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1517,14 +1522,13 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1545,7 +1549,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                m.tex[2] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
                m.texmatrix[2] = r_shadow_entitytoattenuationxyz;
@@ -1555,10 +1558,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1584,10 +1587,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                GL_BlendFunc(GL_ONE, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
@@ -1596,13 +1599,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
-               R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin);
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(basetexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1617,28 +1619,19 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const msurfac
        }
        // this final code is shared
        R_Mesh_TextureState(&m);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-       VectorScale(lightcolorbase, colorscale, color2);
-       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-       {
-               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-       }
-       GL_LockArrays(0, 0);
+       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * 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)
+static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(int numsurfaces, msurface_t **surfacelist, const vec3_t lightcolorbase, rtexture_t *glosstexture, rtexture_t *normalmaptexture, float colorscale)
 {
-       int renders;
-       float color2[3];
        rmeshstate_t m;
-       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        // FIXME: detect blendsquare!
        //if (!gl_support_blendsquare)
        //      return;
        GL_Color(1,1,1,1);
-       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube /* && gl_support_blendsquare*/) // FIXME: detect blendsquare!
+       // generate normalization cubemap texcoords
+       R_Shadow_GenTexCoords_Specular_NormalCubeMap(numsurfaces, surfacelist);
+       if (r_shadow_texture3d.integer && r_textureunits.integer >= 2 && r_shadow_rtlight->currentcubemap != r_texture_whitecube)
        {
                // 2/0/0/1/2 3D combine blendsquare path
                memset(&m, 0, sizeof(m));
@@ -1648,37 +1641,36 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
-               R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second and third pass
                R_Mesh_ResetTextureState();
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                // these comments are a test run through this math for intensity 0.5
                // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                // 0.25 * 0.25 = 0.0625 (this is another pass)
                // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex3d[0] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
                m.texmatrix[0] = r_shadow_entitytoattenuationxyz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1701,27 +1693,26 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
-               R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second and third pass
                R_Mesh_ResetTextureState();
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                // these comments are a test run through this math for intensity 0.5
                // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                // 0.25 * 0.25 = 0.0625 (this is another pass)
                // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1741,27 +1732,26 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
                m.pointer_texcoord3f[1] = rsurface_array_texcoord3f;
-               R_Shadow_GenTexCoords_Specular_NormalCubeMap(rsurface_array_texcoord3f + 3 * surface->num_firstvertex, surface->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_svector3f + 3 * surface->num_firstvertex, rsurface_tvector3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, r_shadow_entitylightorigin, r_shadow_entityeyeorigin);
                R_Mesh_TextureState(&m);
                GL_ColorMask(0,0,0,1);
                // this squares the result
                GL_BlendFunc(GL_SRC_ALPHA, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // second and third pass
                R_Mesh_ResetTextureState();
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                // square alpha in framebuffer a few times to make it shiny
                GL_BlendFunc(GL_ZERO, GL_DST_ALPHA);
                // these comments are a test run through this math for intensity 0.5
                // 0.5 * 0.5 = 0.25 (done by the BlendFunc earlier)
                // 0.25 * 0.25 = 0.0625 (this is another pass)
                // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // fourth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_shadow_attenuation2dtexture);
                m.pointer_texcoord3f[0] = rsurface_vertex3f;
@@ -1771,10 +1761,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa
                m.texmatrix[1] = r_shadow_entitytoattenuationz;
                R_Mesh_TextureState(&m);
                GL_BlendFunc(GL_DST_ALPHA, GL_ZERO);
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
+               RSurf_DrawBatch_Simple(numsurfaces, surfacelist);
                GL_LockArrays(0, 0);
 
+               // fifth pass
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(glosstexture);
                m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
@@ -1787,22 +1777,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const msurfa
                }
                GL_BlendFunc(GL_DST_ALPHA, GL_ONE);
        }
+       // this final code is shared
        R_Mesh_TextureState(&m);
-       GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 0);
-       VectorScale(lightcolorbase, colorscale, color2);
-       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-       for (renders = 0;renders < 64 && (color2[0] > 0 || color2[1] > 0 || color2[2] > 0);renders++, color2[0]--, color2[1]--, color2[2]--)
-       {
-               GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-       }
-       GL_LockArrays(0, 0);
+       R_Shadow_RenderSurfacesLighting_Light_Dot3_Finalize(numsurfaces, surfacelist, lightcolorbase[0] * colorscale, lightcolorbase[1] * colorscale, lightcolorbase[2] * colorscale);
 }
 
 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;
        qboolean doambient = r_shadow_rtlight->ambientscale > 0;
        qboolean dodiffuse = r_shadow_rtlight->diffusescale > 0;
        qboolean dospecular = specularscale > 0;
@@ -1810,105 +1792,137 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(int numsurfaces, msurface
                return;
        RSurf_PrepareVerticesForBatch(true, true, numsurfaces, surfacelist);
        R_Mesh_ColorPointer(NULL);
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       if (doambient)
+               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
+       if (dodiffuse)
+               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+       if (dopants)
        {
-               const msurface_t *surface = surfacelist[surfacelistindex];
                if (doambient)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
                if (dodiffuse)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorbase, basetexture, normalmaptexture, r_shadow_rtlight->diffusescale);
-               if (dopants)
-               {
-                       if (doambient)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorpants, pantstexture, r_shadow_rtlight->ambientscale);
-                       if (dodiffuse)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
-               }
-               if (doshirt)
-               {
-                       if (doambient)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(surface, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
-                       if (dodiffuse)
-                               R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(surface, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
-               }
-               if (dospecular)
-                       R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(surface, lightcolorbase, glosstexture, normalmaptexture, specularscale);
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorpants, pantstexture, normalmaptexture, r_shadow_rtlight->diffusescale);
        }
+       if (doshirt)
+       {
+               if (doambient)
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, r_shadow_rtlight->ambientscale);
+               if (dodiffuse)
+                       R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(numsurfaces, surfacelist, lightcolorshirt, shirttexture, normalmaptexture, r_shadow_rtlight->diffusescale);
+       }
+       if (dospecular)
+               R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(numsurfaces, surfacelist, 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)
+void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const model_t *model, int numsurfaces, msurface_t **surfacelist, vec3_t diffusecolor2, vec3_t ambientcolor2)
 {
+       int surfacelistindex;
        int renders;
-       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++)
+       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       {
+               const msurface_t *surface = surfacelist[surfacelistindex];
+               R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2);
+       }
+       for (renders = 0;renders < 64;renders++)
        {
-               int i;
-               float *c;
-#if 1
-               // due to low fillrate on the cards this vertex lighting path is
-               // designed for, we manually cull all triangles that do not
-               // contain a lit vertex
-               int draw;
                const int *e;
+               int stop;
+               int firstvertex;
+               int lastvertex;
                int newnumtriangles;
                int *newe;
                int newelements[3072];
-               draw = false;
+               stop = true;
+               firstvertex = 0;
+               lastvertex = 0;
                newnumtriangles = 0;
                newe = newelements;
-               for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
-               {
-                       if (newnumtriangles >= 1024)
-                       {
-                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
-                               GL_LockArrays(0, 0);
-                               newnumtriangles = 0;
-                               newe = newelements;
-                       }
-                       if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       const msurface_t *surface = surfacelist[surfacelistindex];
+                       const int *elements = rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+                       int i;
+                       // due to low fillrate on the cards this vertex lighting path is
+                       // designed for, we manually cull all triangles that do not
+                       // contain a lit vertex
+                       // this builds batches of triangles from multiple surfaces and
+                       // renders them at once
+                       for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
                        {
-                               newe[0] = e[0];
-                               newe[1] = e[1];
-                               newe[2] = e[2];
-                               newnumtriangles++;
-                               newe += 3;
-                               draw = true;
+                               if (VectorLength2(rsurface_array_color4f + e[0] * 4) + VectorLength2(rsurface_array_color4f + e[1] * 4) + VectorLength2(rsurface_array_color4f + e[2] * 4) >= 0.01)
+                               {
+                                       if (newnumtriangles)
+                                       {
+                                               firstvertex = min(firstvertex, e[0]);
+                                               lastvertex = max(lastvertex, e[0]);
+                                       }
+                                       else
+                                       {
+                                               firstvertex = e[0];
+                                               lastvertex = e[0];
+                                       }
+                                       firstvertex = min(firstvertex, e[1]);
+                                       lastvertex = max(lastvertex, e[1]);
+                                       firstvertex = min(firstvertex, e[2]);
+                                       lastvertex = max(lastvertex, e[2]);
+                                       newe[0] = e[0];
+                                       newe[1] = e[1];
+                                       newe[2] = e[2];
+                                       newnumtriangles++;
+                                       newe += 3;
+                                       if (newnumtriangles >= 1024)
+                                       {
+                                               GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
+                                               R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
+                                               newnumtriangles = 0;
+                                               newe = newelements;
+                                               stop = false;
+                                       }
+                               }
                        }
                }
                if (newnumtriangles >= 1)
                {
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
-                       GL_LockArrays(0, 0);
-                       draw = true;
+                       GL_LockArrays(firstvertex, lastvertex - firstvertex + 1);
+                       R_Mesh_Draw(firstvertex, lastvertex - firstvertex + 1, newnumtriangles, newelements);
+                       stop = false;
                }
-               if (!draw)
-                       break;
-#else
-               for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
-                       if (VectorLength2(c))
-                               goto goodpass;
-               break;
-goodpass:
-               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                GL_LockArrays(0, 0);
-#endif
+               // if we couldn't find any lit triangles, exit early
+               if (stop)
+                       break;
                // now reduce the intensity for the next overbright pass
-               for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
-               {
-                       c[0] = max(0, c[0] - 1);
-                       c[1] = max(0, c[1] - 1);
-                       c[2] = max(0, c[2] - 1);
+               // we have to clamp to 0 here incase the drivers have improper
+               // handling of negative colors
+               // (some old drivers even have improper handling of >1 color)
+               stop = true;
+               for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+               {
+                       int i;
+                       float *c;
+                       const msurface_t *surface = surfacelist[surfacelistindex];
+                       for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       {
+                               if (c[0] > 1 || c[1] > 1 || c[2] > 1)
+                               {
+                                       c[0] = max(0, c[0] - 1);
+                                       c[1] = max(0, c[1] - 1);
+                                       c[2] = max(0, c[2] - 1);
+                                       stop = false;
+                               }
+                               else
+                                       VectorClear(c);
+                       }
                }
+               // another check...
+               if (stop)
+                       break;
        }
 }
 
 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;
+       // OpenGL 1.1 path (anything)
        model_t *model = rsurface_entity->model;
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
@@ -1942,22 +1956,17 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(int numsurfaces, msurfa
        }
        R_Mesh_TextureState(&m);
        RSurf_PrepareVerticesForBatch(true, false, numsurfaces, surfacelist);
-       for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
+       R_Mesh_TexBind(0, R_GetTexture(basetexture));
+       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorbase, ambientcolorbase);
+       if (dopants)
        {
-               const msurface_t *surface = surfacelist[surfacelistindex];
-               // OpenGL 1.1 path (anything)
-               R_Mesh_TexBind(0, R_GetTexture(basetexture));
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorbase, ambientcolorbase);
-               if (dopants)
-               {
-                       R_Mesh_TexBind(0, R_GetTexture(pantstexture));
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorpants, ambientcolorpants);
-               }
-               if (doshirt)
-               {
-                       R_Mesh_TexBind(0, R_GetTexture(shirttexture));
-                       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorshirt, ambientcolorshirt);
-               }
+               R_Mesh_TexBind(0, R_GetTexture(pantstexture));
+               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorpants, ambientcolorpants);
+       }
+       if (doshirt)
+       {
+               R_Mesh_TexBind(0, R_GetTexture(shirttexture));
+               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, numsurfaces, surfacelist, diffusecolorshirt, ambientcolorshirt);
        }
 }
 
@@ -2195,7 +2204,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa
                        CHECKGLERROR
                        for (mesh = r_shadow_rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                        {
-                               renderstats.lights_shadowtriangles += mesh->numtriangles;
+                               r_refdef.stats.lights_shadowtriangles += mesh->numtriangles;
                                R_Mesh_VertexPointer(mesh->vertex3f);
                                GL_LockArrays(0, mesh->numverts);
                                if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL)
@@ -2237,12 +2246,11 @@ 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);
+       RSurf_ActiveEntity(ent, true, true);
        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);
-       VectorCopy(rsurface_modelorg, r_shadow_entityeyeorigin);
        if (r_shadow_lightingrendermode == R_SHADOW_RENDERMODE_LIGHT_GLSL)
                R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
 }
@@ -2340,7 +2348,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (numleafs)
        {
                for (i = 0;i < numleafs;i++)
-                       if (r_worldleafvisible[leaflist[i]])
+                       if (r_viewcache.world_leafvisible[leaflist[i]])
                                break;
                if (i == numleafs)
                        return;
@@ -2373,7 +2381,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
                                if ((ent->flags & RENDER_SHADOW) && model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
                                        shadowentities[numshadowentities++] = ent;
-                               if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight)
+                               if (r_viewcache.entityvisible[i] && (ent->flags & RENDER_LIGHT) && model->DrawLight)
                                        lightentities[numlightentities++] = ent;
                        }
                }
@@ -2390,10 +2398,10 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        // make this the active rtlight for rendering purposes
        R_Shadow_RenderMode_ActiveLight(rtlight);
        // count this light in the r_speeds
-       renderstats.lights++;
+       r_refdef.stats.lights++;
 
        usestencil = false;
-       if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
+       if (numshadowentities && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows))
        {
                // draw stencil shadow volumes to mask off pixels that are in shadow
                // so that they won't receive lighting
@@ -2443,7 +2451,7 @@ void R_ShadowVolumeLighting(qboolean visible)
 
        R_Shadow_RenderMode_Begin();
 
-       flag = r_rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+       flag = r_refdef.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        if (r_shadow_debuglight.integer >= 0)
        {
                for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
@@ -2454,7 +2462,7 @@ void R_ShadowVolumeLighting(qboolean visible)
                for (lnum = 0, light = r_shadow_worldlightchain;light;lnum++, light = light->next)
                        if (light->flags & flag)
                                R_DrawRTLight(&light->rtlight, visible);
-       if (r_rtdlight)
+       if (r_refdef.rtdlight)
                for (lnum = 0;lnum < r_refdef.numlights;lnum++)
                        R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
 
@@ -2653,7 +2661,7 @@ void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const r
 {
        // this is never batched (there can be only one)
        float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[1]->tex, NULL, false, r_editlights_cursorlocation, r_view.right, r_view.up, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
@@ -2667,7 +2675,7 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
        if (!light->shadow)
                intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, r_crosshairs[surfacelist[0]]->tex, NULL, false, light->origin, r_view.right, r_view.up, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
 
 void R_Shadow_DrawLightSprites(void)
@@ -2688,12 +2696,12 @@ void R_Shadow_SelectLightInView(void)
        bestrating = 0;
        for (light = r_shadow_worldlightchain;light;light = light->next)
        {
-               VectorSubtract(light->origin, r_vieworigin, temp);
-               rating = (DotProduct(temp, r_viewforward) / sqrt(DotProduct(temp, temp)));
+               VectorSubtract(light->origin, r_view.origin, temp);
+               rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp)));
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_vieworigin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceBox(light->origin, vec3_origin, vec3_origin, r_view.origin, true, NULL, SUPERCONTENTS_SOLID, false).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -3119,8 +3127,8 @@ void R_Shadow_SetCursorLocationForView(void)
        vec_t dist, push;
        vec3_t dest, endpos;
        trace_t trace;
-       VectorMA(r_vieworigin, r_editlights_cursordistance.value, r_viewforward, dest);
-       trace = CL_TraceBox(r_vieworigin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
+       VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest);
+       trace = CL_TraceBox(r_view.origin, vec3_origin, vec3_origin, dest, true, NULL, SUPERCONTENTS_SOLID, false);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -3128,7 +3136,7 @@ void R_Shadow_SetCursorLocationForView(void)
                if (push > dist)
                        push = dist;
                push = -push;
-               VectorMA(trace.endpos, push, r_viewforward, endpos);
+               VectorMA(trace.endpos, push, r_view.forward, endpos);
                VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
        }
        else