]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
model_shared: Avoid using R_FrameData_Alloc when building sorted surfaces list
[xonotic/darkplaces.git] / gl_rmain.c
index 350ae2d25735214e9cbebf30a3c7f75b3526a7db..d164550d78b37c7f6c266d90ddeb29254df53a48 100644 (file)
@@ -247,6 +247,7 @@ cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_satura
 
 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
 
+// FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
 {
@@ -256,6 +257,10 @@ cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
        {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
 };
 
+cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
+cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
+cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
+
 extern cvar_t v_glslgamma_2d;
 
 extern qbool v_flipped_state;
@@ -511,8 +516,8 @@ static void R_BuildFogTexture(void)
        }
        if (r_texture_fogattenuation)
        {
-               R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
-               //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
+               R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
+               //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
        }
        else
        {
@@ -843,9 +848,10 @@ enum
        SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
        SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
        SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
-       SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
+       SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
+       SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
 };
-#define SHADERSTATICPARMS_COUNT 14
+#define SHADERSTATICPARMS_COUNT 15
 
 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
 static int shaderstaticparms_count = 0;
@@ -894,6 +900,8 @@ qbool R_CompileShader_CheckStaticParms(void)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
        if (r_celoutlines.integer)
                R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
+       if (r_colorfringe.value)
+               R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
 
        return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
 }
@@ -922,6 +930,7 @@ static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutati
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
        R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
+       R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
 }
 
 /// information about each possible shader permutation
@@ -1553,7 +1562,7 @@ static int R_BlendFuncFlags(int src, int dst)
        return r;
 }
 
-void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy)
+void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
 {
        // select a permutation of the lighting shader appropriate to this
        // combination of texture, entity, light source, and fogging, only use the
@@ -1820,7 +1829,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                // lightmapped wall
                if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
                        permutation |= SHADERPERMUTATION_GLOW;
-               if (r_refdef.fogenabled && !notrippy)
+               if (r_refdef.fogenabled && !ui)
                        permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
                if (t->colormapping)
                        permutation |= SHADERPERMUTATION_COLORMAPPING;
@@ -1892,7 +1901,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
        }
        if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
                permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
-       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
+       if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
                permutation |= SHADERPERMUTATION_FOGALPHAHACK;
        switch(vid.renderpath)
        {
@@ -1954,7 +1963,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif
                                if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
                        }
                        // additive passes are only darkened by fog, not tinted
-                       if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
+                       if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
                        {
                                if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
                                        qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
@@ -3189,7 +3198,7 @@ static void gl_main_shutdown(void)
        r_texture_numcubemaps = 0;
        //r_texture_fogintensity = NULL;
        memset(&r_fb, 0, sizeof(r_fb));
-       R_GLSL_Restart_f(&cmd_client);
+       R_GLSL_Restart_f(cmd_local);
 
        r_glsl_permutation = NULL;
        memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
@@ -3409,6 +3418,9 @@ void GL_Main_Init(void)
        for (i = 0;i < R_BUFFERDATA_COUNT;i++)
                Cvar_RegisterVariable(&r_buffermegs[i]);
        Cvar_RegisterVariable(&r_batch_dynamicbuffer);
+       Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
+       Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
+       Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
 #ifdef DP_MOBILETOUCH
@@ -3438,104 +3450,44 @@ void Render_Init(void)
        Mod_RenderInit();
 }
 
-int R_CullBox(const vec3_t mins, const vec3_t maxs)
+static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
 {
-       int i;
-       mplane_t *p;
-       if (r_trippy.integer)
-               return false;
-       for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
-       {
-               p = r_refdef.view.frustum + i;
-               switch(p->signbits)
-               {
-               default:
-               case 0:
-                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
-                               return true;
-                       break;
-               case 1:
-                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
-                               return true;
-                       break;
-               case 2:
-                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
-                               return true;
-                       break;
-               case 3:
-                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
-                               return true;
-                       break;
-               case 4:
-                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
-                               return true;
-                       break;
-               case 5:
-                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
-                               return true;
-                       break;
-               case 6:
-                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
-                               return true;
-                       break;
-               case 7:
-                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
-                               return true;
-                       break;
-               }
-       }
-       return false;
+       out[0] = ((signbits & 1) ? mins : maxs)[0];
+       out[1] = ((signbits & 2) ? mins : maxs)[1];
+       out[2] = ((signbits & 4) ? mins : maxs)[2];
 }
 
-int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
+static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
 {
        int i;
        const mplane_t *p;
+       vec3_t corner;
        if (r_trippy.integer)
                return false;
        for (i = 0;i < numplanes;i++)
        {
+               if(i == ignore)
+                       continue;
                p = planes + i;
-               switch(p->signbits)
-               {
-               default:
-               case 0:
-                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
-                               return true;
-                       break;
-               case 1:
-                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
-                               return true;
-                       break;
-               case 2:
-                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
-                               return true;
-                       break;
-               case 3:
-                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
-                               return true;
-                       break;
-               case 4:
-                       if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
-                               return true;
-                       break;
-               case 5:
-                       if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
-                               return true;
-                       break;
-               case 6:
-                       if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
-                               return true;
-                       break;
-               case 7:
-                       if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
-                               return true;
-                       break;
-               }
+               R_GetCornerOfBox(corner, mins, maxs, p->signbits);
+               if (DotProduct(p->normal, corner) < p->dist)
+                       return true;
        }
        return false;
 }
 
+qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
+{
+       // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
+       return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
+}
+
+qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
+{
+       // nothing to ignore
+       return _R_CullBox(mins, maxs, numplanes, planes, -1);
+}
+
 //==================================================================================
 
 // LadyHavoc: this stores temporary data used within the same frame
@@ -4071,8 +4023,13 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.scene.numentities;i++)
                {
                        ent = r_refdef.scene.entities[i];
+                       if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
+                       {
+                               r_refdef.viewcache.entityvisible[i] = false;
+                               continue;
+                       }
                        if (!(ent->flags & renderimask))
-                       if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
+                       if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
                        if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
                                r_refdef.viewcache.entityvisible[i] = true;
                }
@@ -4084,7 +4041,7 @@ static void R_View_UpdateEntityVisible (void)
                {
                        ent = r_refdef.scene.entities[i];
                        if (!(ent->flags & renderimask))
-                       if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
+                       if (!R_CullFrustum(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
                                r_refdef.viewcache.entityvisible[i] = true;
                }
        }
@@ -4244,7 +4201,7 @@ static void R_View_SetFrustum(const int *scissor)
        int i;
        double fpx = +1, fnx = -1, fpy = +1, fny = -1;
        vec3_t forward, left, up, origin, v;
-       if(r_lockvisibility.integer || r_lockpvs.integer)
+       if(r_lockvisibility.integer)
                return;
        if(scissor)
        {
@@ -5572,7 +5529,7 @@ void R_UpdateVariables(void)
                                }
                                if (r_texture_gammaramps)
                                {
-                                       R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
+                                       R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
                                }
                                else
                                {
@@ -5676,7 +5633,7 @@ void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, i
        rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
 
        if(R_CompileShader_CheckStaticParms())
-               R_GLSL_Restart_f(&cmd_client);
+               R_GLSL_Restart_f(cmd_local);
 
        if (!r_drawentities.integer)
                r_refdef.scene.numentities = 0;
@@ -6167,7 +6124,7 @@ static void R_DrawEntityBBoxes(prvm_prog_t *prog)
        for (i = 0; i < prog->num_edicts; i++)
        {
                edict = PRVM_EDICT_NUM(i);
-               if (edict->priv.server->free)
+               if (edict->free)
                        continue;
                // exclude the following for now, as they don't live in world coordinate space and can't be solid:
                if (PRVM_gameedictedict(edict, tag_entity) != 0)
@@ -8729,7 +8686,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
        {
                // render screenspace normalmap to texture
                GL_DepthMask(true);
-               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
+               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
                RSurf_DrawBatch();
                return;
        }
@@ -8757,18 +8714,18 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
                        {
                                // render water or distortion background
                                GL_DepthMask(true);
-                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
+                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
                                RSurf_DrawBatch();
                                // blend surface on top
                                GL_DepthMask(false);
-                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
+                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
                                RSurf_DrawBatch();
                        }
                        else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
                        {
                                // render surface with reflection texture as input
                                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
+                               R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
                                RSurf_DrawBatch();
                        }
                }
@@ -8777,7 +8734,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface
 
        // render surface batch normally
        GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
-       R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
+       R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
        RSurf_DrawBatch();
 }
 
@@ -9303,11 +9260,8 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        model_t *model;
        const msurface_t *surface;
        const msurface_t *surfaces;
-       const int *surfacelist;
        const texture_t *texture;
        int numtriangles;
-       int numsurfacelist;
-       int surfacelistindex;
        int surfaceindex;
        int triangleindex;
        float localorigin[3];
@@ -9400,8 +9354,6 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
 #endif
 
        dynamic = model->surfmesh.isanimated;
-       numsurfacelist = model->nummodelsurfaces;
-       surfacelist = model->sortedmodelsurfaces;
        surfaces = model->data_surfaces;
 
        bih = NULL;
@@ -9437,9 +9389,8 @@ static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldor
        }
        else
        {
-               for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
+               for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
                {
-                       surfaceindex = surfacelist[surfacelistindex];
                        surface = surfaces + surfaceindex;
                        // check cull box first because it rejects more than any other check
                        if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
@@ -9765,7 +9716,7 @@ static void R_DrawModelDecals(void)
 static void R_DrawDebugModel(void)
 {
        entity_render_t *ent = rsurface.entity;
-       int i, j, flagsmask;
+       int j, flagsmask;
        const msurface_t *surface;
        model_t *model = ent->model;
 
@@ -9781,10 +9732,11 @@ static void R_DrawDebugModel(void)
                GL_DepthMask(false);
                GL_DepthRange(0, 1);
                GL_BlendFunc(GL_ONE, GL_ONE);
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
                {
                        if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
                                continue;
+                       surface = model->data_surfaces + j;
                        rsurface.texture = R_GetCurrentTexture(surface->texture);
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
@@ -9824,7 +9776,7 @@ static void R_DrawDebugModel(void)
                GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
                for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
                {
-                       if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
+                       if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
                                continue;
                        switch (bihleaf->type)
                        {
@@ -9875,10 +9827,11 @@ static void R_DrawDebugModel(void)
                        GL_DepthMask(true);
                }
                qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
                {
                        if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
                                continue;
+                       surface = model->data_surfaces + j;
                        rsurface.texture = R_GetCurrentTexture(surface->texture);
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
@@ -9913,10 +9866,11 @@ static void R_DrawDebugModel(void)
                        GL_BlendFunc(GL_ONE, GL_ZERO);
                        GL_DepthMask(true);
                }
-               for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+               for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
                {
                        if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
                                continue;
+                       surface = model->data_surfaces + j;
                        rsurface.texture = R_GetCurrentTexture(surface->texture);
                        if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
                        {
@@ -9984,7 +9938,7 @@ int r_maxsurfacelist = 0;
 const msurface_t **r_surfacelist = NULL;
 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
 {
-       int i, j, endj, flagsmask;
+       int i, j, flagsmask;
        model_t *model = ent->model;
        msurface_t *surfaces;
        unsigned char *update;
@@ -10012,26 +9966,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep
        surfaces = model->data_surfaces;
        update = model->brushq1.lightmapupdateflags;
 
-       // update light styles
-       if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
-       {
-               model_brush_lightstyleinfo_t *style;
-               // Iterate over each active style
-               for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
-               {
-                       if (style->value != r_refdef.scene.lightstylevalue[style->style])
-                       {
-                               int *list = style->surfacelist;
-                               style->value = r_refdef.scene.lightstylevalue[style->style];
-                               // Iterate over every surface this style applies to
-                               for (j = 0;j < style->numsurfaces;j++)
-                                       // Update brush entities even if not visible otherwise they'll render solid black.
-                                       if(r_refdef.viewcache.world_surfacevisible[list[j]] || ent != r_refdef.scene.worldentity)
-                                               update[list[j]] = true;
-                       }
-               }
-       }
-
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
 
        if (debug)
@@ -10041,53 +9975,89 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep
                return;
        }
 
+       // check if this is an empty model
+       if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
+               return;
+
        rsurface.lightmaptexture = NULL;
        rsurface.deluxemaptexture = NULL;
        rsurface.uselightmaptexture = false;
        rsurface.texture = NULL;
        rsurface.rtlight = NULL;
        numsurfacelist = 0;
+
        // add visible surfaces to draw list
        if (ent == r_refdef.scene.worldentity)
        {
                // for the world entity, check surfacevisible
-               for (i = 0;i < model->nummodelsurfaces;i++)
+               for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
                {
-                       j = model->sortedmodelsurfaces[i];
+                       j = model->modelsurfaces_sorted[i];
                        if (r_refdef.viewcache.world_surfacevisible[j])
                                r_surfacelist[numsurfacelist++] = surfaces + j;
                }
+
+               // don't do anything if there were no surfaces added (none of the world entity is visible)
+               if (!numsurfacelist)
+               {
+                       rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
+                       return;
+               }
        }
        else if (ui)
        {
-               // for ui we have to preserve the order of surfaces
-               for (i = 0; i < model->nummodelsurfaces; i++)
-                       r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
+               // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
+               for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
+                       r_surfacelist[numsurfacelist++] = surfaces + i;
        }
        else
        {
                // add all surfaces
-               for (i = 0; i < model->nummodelsurfaces; i++)
-                       r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
-       }
-       // don't do anything if there were no surfaces
-       if (!numsurfacelist)
-       {
-               rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
-               return;
+               for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
+                       r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
        }
-       // update lightmaps if needed
-       if (update)
+
+       /*
+        * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
+        * using style chains because most styles do not change on most frames, and most
+        * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
+        * break this rule and animate most surfaces.
+        */
+       if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
        {
-               int updated = 0;
-               for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
+               model_brush_lightstyleinfo_t *style;
+
+               // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
+               for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
                {
-                       if (update[j])
+                       if (style->value != r_refdef.scene.lightstylevalue[style->style])
                        {
-                               updated++;
-                               R_BuildLightMap(ent, surfaces + j);
+                               int* list = style->surfacelist;
+                               style->value = r_refdef.scene.lightstylevalue[style->style];
+                               // Value changed - mark the surfaces belonging to this style chain as dirty
+                               for (j = 0; j < style->numsurfaces; j++)
+                                       update[list[j]] = true;
                        }
                }
+               // Now check if update flags are set on any surfaces that are visible
+               if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
+               {
+                       /* 
+                        * We can do less frequent texture uploads (approximately 10hz for animated
+                        * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
+                        * For optimal efficiency, this includes the submodels of the worldmodel, so we
+                        * use model->num_surfaces, not nummodelsurfaces.
+                        */
+                       for (i = 0; i < model->num_surfaces;i++)
+                               if (update[i])
+                                       R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
+               }
+               else
+               {
+                       for (i = 0; i < numsurfacelist; i++)
+                               if (update[r_surfacelist[i] - surfaces])
+                                       R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
+               }
        }
 
        R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);