]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
redesigned some of the model animation code, should be a speed gain (no longer proces...
[xonotic/darkplaces.git] / r_shadow.c
index 566158af45f3818b73ab2752039d1e7cade172b2..d43bf7b466818cc9b3a8958cfeb90274df23ff1d 100644 (file)
@@ -750,7 +750,7 @@ static void R_Shadow_MakeTextures(void)
                        intensity = 1.0f - sqrt(DotProduct(v, v));
                        if (intensity > 0)
                                intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
-                       d = bound(0, intensity, 255);
+                       d = (int)bound(0, intensity, 255);
                        data[(y*ATTEN2DSIZE+x)*4+0] = d;
                        data[(y*ATTEN2DSIZE+x)*4+1] = d;
                        data[(y*ATTEN2DSIZE+x)*4+2] = d;
@@ -772,7 +772,7 @@ static void R_Shadow_MakeTextures(void)
                                        intensity = 1.0f - sqrt(DotProduct(v, v));
                                        if (intensity > 0)
                                                intensity = pow(intensity, r_shadow_attenpower) * r_shadow_attenscale * 256.0f;
-                                       d = bound(0, intensity, 255);
+                                       d = (int)bound(0, intensity, 255);
                                        data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+0] = d;
                                        data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+1] = d;
                                        data[((z*ATTEN3DSIZE+y)*ATTEN3DSIZE+x)*4+2] = d;
@@ -876,15 +876,7 @@ void R_Shadow_RenderMode_StencilShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       if (!r_showtrispass)
-               qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
-       //if (r_shadow_shadow_polygonoffset.value != 0)
-       //{
-       //      qglPolygonOffset(r_shadow_shadow_polygonfactor.value, r_shadow_shadow_polygonoffset.value);
-       //      qglEnable(GL_POLYGON_OFFSET_FILL);
-       //}
-       //else
-       //      qglDisable(GL_POLYGON_OFFSET_FILL);
+       qglPolygonOffset(r_shadowpolygonfactor, r_shadowpolygonoffset);
        qglDepthFunc(GL_LESS);
        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
        qglEnable(GL_STENCIL_TEST);
@@ -918,8 +910,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent)
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(true);
-       if (!r_showtrispass)
-               qglPolygonOffset(0, 0);
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
@@ -962,8 +953,7 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void)
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(!r_showdisabledepthtest.integer);
-       if (!r_showtrispass)
-               qglPolygonOffset(0, 0);
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
        GL_Color(0.0, 0.0125, 0.1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        qglDepthFunc(GL_GEQUAL);
@@ -979,8 +969,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar
        GL_BlendFunc(GL_ONE, GL_ONE);
        GL_DepthMask(false);
        GL_DepthTest(!r_showdisabledepthtest.integer);
-       if (!r_showtrispass)
-               qglPolygonOffset(0, 0);
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
        GL_Color(0.1, 0.0125, 0, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        if (transparent)
@@ -1003,8 +992,7 @@ void R_Shadow_RenderMode_End(void)
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
        GL_DepthTest(true);
-       if (!r_showtrispass)
-               qglPolygonOffset(0, 0);
+       qglPolygonOffset(r_polygonfactor, r_polygonoffset);
        //qglDisable(GL_POLYGON_OFFSET_FILL);
        GL_Color(1, 1, 1, 1);
        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
@@ -1087,10 +1075,10 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        }
 
        // now convert the scissor rectangle to integer screen coordinates
-       ix1 = x1 - 1.0f;
-       iy1 = y1 - 1.0f;
-       ix2 = x2 + 1.0f;
-       iy2 = y2 + 1.0f;
+       ix1 = (int)(x1 - 1.0f);
+       iy1 = (int)(y1 - 1.0f);
+       ix2 = (int)(x2 + 1.0f);
+       iy2 = (int)(y2 + 1.0f);
        //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2);
 
        // clamp it to the screen
@@ -1111,12 +1099,6 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        return false;
 }
 
-extern float *rsurface_vertex3f;
-extern float *rsurface_svector3f;
-extern float *rsurface_tvector3f;
-extern float *rsurface_normal3f;
-extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents);
-
 static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor)
 {
        int numverts = surface->num_vertices;
@@ -1254,16 +1236,17 @@ static void R_Shadow_RenderSurfacesLighting_VisibleLighting(const entity_render_
 {
        // used to display how many times a surface is lit for level design purposes
        int surfacelistindex;
+       model_t *model = ent->model;
        rmeshstate_t m;
        GL_Color(0.1, 0.025, 0, 1);
        memset(&m, 0, sizeof(m));
        R_Mesh_State(&m);
+       RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, false, false, numsurfaces, surfacelist);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, false);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle);
+               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
                GL_LockArrays(0, 0);
        }
 }
@@ -1272,13 +1255,14 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
 {
        // 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, r_shadow_entityeyeorigin, lightcolorbase, false);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
-               RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true);
-               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+               const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+               R_Mesh_TexCoordPointer(0, 2, 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);
@@ -1291,9 +1275,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
 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)
 {
        int renders;
+       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = 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.
@@ -1311,7 +1296,7 @@ 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] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[1] = texture->currenttexmatrix;
                m.texcubemap[2] = R_GetTexture(r_shadow_rtlight->currentcubemap);
                m.pointer_texcoord3f[2] = rsurface_vertex3f;
@@ -1327,7 +1312,7 @@ 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] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[1] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[1] = texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1343,7 +1328,7 @@ 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] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[2] = texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
@@ -1365,7 +1350,7 @@ 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] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[2] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[2] = texture->currenttexmatrix;
                GL_BlendFunc(GL_ONE, GL_ONE);
        }
@@ -1390,7 +1375,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
@@ -1416,9 +1401,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(const entity_
 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)
 {
        int renders;
+       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = 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.
@@ -1434,7 +1420,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1453,7 +1439,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
@@ -1482,7 +1468,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1497,7 +1483,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
@@ -1514,7 +1500,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1530,7 +1516,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
@@ -1544,7 +1530,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1566,7 +1552,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
@@ -1598,7 +1584,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
                m.texcombinergb[0] = GL_REPLACE;
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1613,7 +1599,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(basetexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
@@ -1639,9 +1625,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_DiffusePass(const entity_
 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)
 {
        int renders;
+       model_t *model = ent->model;
        float color2[3];
        rmeshstate_t m;
-       const int *elements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;
        // FIXME: detect blendsquare!
        //if (!gl_support_blendsquare)
        //      return;
@@ -1652,7 +1639,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1694,7 +1681,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
@@ -1710,7 +1697,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1741,7 +1728,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.tex3d[1] = R_GetTexture(r_shadow_attenuation3dtexture);
                m.pointer_texcoord3f[1] = rsurface_vertex3f;
@@ -1754,7 +1741,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(normalmaptexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                m.texcubemap[1] = R_GetTexture(r_texture_normalizationcube);
                m.texcombinergb[1] = GL_DOT3_RGBA_ARB;
@@ -1799,7 +1786,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3_SpecularPass(const entity
                memset(&m, 0, sizeof(m));
                m.pointer_vertex = rsurface_vertex3f;
                m.tex[0] = R_GetTexture(glosstexture);
-               m.pointer_texcoord[0] = surface->groupmesh->data_texcoordtexture2f;
+               m.pointer_texcoord[0] = model->surfmesh.data_texcoordtexture2f;
                m.texmatrix[0] = texture->currenttexmatrix;
                if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
                {
@@ -1830,10 +1817,10 @@ 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);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, false, true);
                if (doambient)
                        R_Shadow_RenderSurfacesLighting_Light_Dot3_AmbientPass(ent, texture, surface, lightcolorbase, basetexture, r_shadow_rtlight->ambientscale);
                if (dodiffuse)
@@ -1857,10 +1844,10 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
        }
 }
 
-void R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(const msurface_t *surface, vec3_t diffusecolor2, vec3_t ambientcolor2)
+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 = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+       const int *elements = 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++)
        {
@@ -1930,6 +1917,7 @@ 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)
 {
        int surfacelistindex;
+       model_t *model = ent->model;
        float ambientcolorbase[3], diffusecolorbase[3];
        float ambientcolorpants[3], diffusecolorpants[3];
        float ambientcolorshirt[3], diffusecolorshirt[3];
@@ -1957,12 +1945,12 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
        }
        m.pointer_color = rsurface_array_color4f;
        R_Mesh_State(&m);
+       RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, false, numsurfaces, surfacelist);
        for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
        {
                const msurface_t *surface = surfacelist[surfacelistindex];
-               RSurf_SetVertexPointer(ent, texture, surface, r_shadow_entityeyeorigin, true, false);
                // OpenGL 1.1 path (anything)
-               R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+               R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
                R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
                if (r_textureunits.integer >= 2)
                {
@@ -1975,16 +1963,16 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
                        }
                }
                R_Mesh_TexBind(0, R_GetTexture(basetexture));
-               R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(surface, diffusecolorbase, ambientcolorbase);
+               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(surface, diffusecolorpants, ambientcolorpants);
+                       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(surface, diffusecolorshirt, ambientcolorshirt);
+                       R_Shadow_RenderSurfacesLighting_Light_Vertex_Pass(model, surface, diffusecolorshirt, ambientcolorshirt);
                }
        }
 }
@@ -2207,6 +2195,7 @@ void R_Shadow_UncompileWorldLights(void)
 
 void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfacelist)
 {
+       model_t *model = ent->model;
        vec3_t relativeshadoworigin, relativeshadowmins, relativeshadowmaxs;
        vec_t relativeshadowradius;
        if (ent == r_refdef.worldentity)
@@ -2237,7 +2226,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa
                else if (numsurfaces)
                {
                        R_Mesh_Matrix(&ent->matrix);
-                       ent->model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
+                       model->DrawShadowVolume(ent, r_shadow_rtlight->shadoworigin, r_shadow_rtlight->radius, numsurfaces, surfacelist, r_shadow_rtlight->cullmins, r_shadow_rtlight->cullmaxs);
                }
        }
        else
@@ -2251,7 +2240,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, int numsurfaces, int *surfa
                relativeshadowmaxs[1] = relativeshadoworigin[1] + relativeshadowradius;
                relativeshadowmaxs[2] = relativeshadoworigin[2] + relativeshadowradius;
                R_Mesh_Matrix(&ent->matrix);
-               ent->model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, ent->model->nummodelsurfaces, ent->model->surfacelist, relativeshadowmins, relativeshadowmaxs);
+               model->DrawShadowVolume(ent, relativeshadoworigin, relativeshadowradius, model->nummodelsurfaces, model->surfacelist, relativeshadowmins, relativeshadowmaxs);
        }
 }
 
@@ -2268,13 +2257,14 @@ void R_Shadow_SetupEntityLight(const entity_render_t *ent)
 
 void R_Shadow_DrawEntityLight(entity_render_t *ent, int numsurfaces, int *surfacelist)
 {
-       if (!ent->model->DrawLight)
+       model_t *model = ent->model;
+       if (!model->DrawLight)
                return;
        R_Shadow_SetupEntityLight(ent);
        if (ent == r_refdef.worldentity)
-               ent->model->DrawLight(ent, numsurfaces, surfacelist);
+               model->DrawLight(ent, numsurfaces, surfacelist);
        else
-               ent->model->DrawLight(ent, ent->model->nummodelsurfaces, ent->model->surfacelist);
+               model->DrawLight(ent, model->nummodelsurfaces, model->surfacelist);
 }
 
 void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
@@ -2381,16 +2371,17 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        {
                for (i = 0;i < r_refdef.numentities;i++)
                {
+                       model_t *model;
                        entity_render_t *ent = r_refdef.entities[i];
                        if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
-                        && ent->model
+                        && (model = ent->model)
                         && !(ent->flags & RENDER_TRANSPARENT)
                         && (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
                        {
                                // about the VectorDistance2 - light emitting entities should not cast their own shadow
-                               if ((ent->flags & RENDER_SHADOW) && ent->model->DrawShadowVolume && VectorDistance2(ent->origin, rtlight->shadoworigin) > 0.1)
+                               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) && ent->model->DrawLight)
+                               if (ent->visframe == r_framecount && (ent->flags & RENDER_LIGHT) && model->DrawLight)
                                        lightentities[numlightentities++] = ent;
                        }
                }