]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
replace funky !!a ^ !!b XOR usage by a new boolxor(a, b) macro that does that interna...
[xonotic/darkplaces.git] / gl_rmain.c
index cda8dfcf25eaeb44dfc23a40f0bc195d6b4ea621..c233bc005d2161d61bedc423e2873badfb6b1f67 100644 (file)
@@ -60,7 +60,7 @@ cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket
 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
-cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
+cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
 
 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
@@ -104,6 +104,8 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture
 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
 
+extern qboolean v_flipped_state;
+
 typedef struct r_glsl_bloomshader_s
 {
        int program;
@@ -596,7 +598,7 @@ static const char *builtinshaderstring =
 "\n"
 "      // get the surface normal and light normal\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
-"      myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"      myhvec3 diffusenormal = myhvec3(LightVector);\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
@@ -886,10 +888,10 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                // lightmapped wall
                shaderfilename = "glsl/default.glsl";
                permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
-               if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
-                       if (rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                       if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
                        else
                                permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
@@ -1686,7 +1688,14 @@ static void R_UpdateEntityLighting(entity_render_t *ent)
 
        // move the light direction into modelspace coordinates for lighting code
        Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
-       VectorNormalize(ent->modellight_lightdir);
+       if(VectorLength2(ent->modellight_lightdir) > 0)
+       {
+               VectorNormalize(ent->modellight_lightdir);
+       }
+       else
+       {
+               VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+       }
 
        // scale ambient and directional light contributions according to rendering variables
        ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
@@ -2446,15 +2455,17 @@ void R_UpdateVariables(void)
                r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
        r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
 
+       if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
+               Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
        r_refdef.polygonfactor = 0;
        r_refdef.polygonoffset = 0;
-       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
-       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
+       r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
+       r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
 
        r_refdef.rtworld = r_shadow_realtime_world.integer;
        r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
        r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
-       r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+       r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
        r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
        if (r_showsurfaces.integer)
        {
@@ -2943,6 +2954,16 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
 
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
+
+       if(v_flipped_state)
+       {
+               scalex1 = -scalex1;
+               scalex2 = -scalex2;
+               GL_CullFace(GL_BACK);
+       }
+       else
+               GL_CullFace(GL_FRONT);
+
        GL_DepthMask(false);
        GL_DepthRange(0, depthshort ? 0.0625 : 1);
        GL_DepthTest(!depthdisable);
@@ -3216,9 +3237,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
        t->currentnumlayers = 0;
        if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
        {
-               if (gl_lightmaps.integer)
-                       R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
-               else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
+               if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
                {
                        int blendfunc1, blendfunc2, depthmask;
                        if (t->currentmaterialflags & MATERIALFLAG_ADD)
@@ -3379,8 +3398,7 @@ qboolean rsurface_generatedvertex;
 const entity_render_t *rsurface_entity;
 const model_t *rsurface_model;
 texture_t *rsurface_texture;
-rtexture_t *rsurface_lightmaptexture;
-rtexture_t *rsurface_deluxemaptexture;
+qboolean rsurface_uselightmaptexture;
 rsurfmode_t rsurface_mode;
 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
 
@@ -3393,8 +3411,7 @@ void RSurf_CleanUp(void)
        }
        GL_AlphaTest(false);
        rsurface_mode = RSURFMODE_NONE;
-       rsurface_lightmaptexture = NULL;
-       rsurface_deluxemaptexture = NULL;
+       rsurface_uselightmaptexture = false;
        rsurface_texture = NULL;
 }
 
@@ -3509,6 +3526,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
 }
 
+static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        // if vertices are dynamic (animated models), generate them into the temporary rsurface_array_model* arrays and point rsurface_model* at them instead of the static data from the model itself
@@ -3540,11 +3558,13 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
        if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
        {
                int texturesurfaceindex;
-               float center[3], forward[3], right[3], up[3], v[4][3];
-               matrix4x4_t matrix1, imatrix1;
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
-               Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
+               float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
+               Matrix4x4_Transform3x3(&rsurface_entity->inversematrix, r_view.forward, newforward);
+               Matrix4x4_Transform3x3(&rsurface_entity->inversematrix, r_view.right, newright);
+               Matrix4x4_Transform3x3(&rsurface_entity->inversematrix, r_view.up, newup);
+               VectorNormalize(newforward);
+               VectorNormalize(newright);
+               VectorNormalize(newup);
                // make deformed versions of only the model vertices used by the specified surfaces
                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                {
@@ -3559,22 +3579,80 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta
                                VectorScale(center, 0.25f, center);
                                if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
                                {
-                                       forward[0] = rsurface_modelorg[0] - center[0];
-                                       forward[1] = rsurface_modelorg[1] - center[1];
-                                       forward[2] = 0;
-                                       VectorNormalize(forward);
-                                       right[0] = forward[1];
-                                       right[1] = -forward[0];
-                                       right[2] = 0;
-                                       VectorSet(up, 0, 0, 1);
+                                       const float *v1, *v2;
+                                       float f, l;
+                                       struct
+                                       {
+                                               float length2;
+                                               int quadedge;
+                                       }
+                                       shortest[2];
+                                       shortest[0].quadedge = shortest[1].quadedge = 0;
+                                       shortest[0].length2 = shortest[1].length2 = 0;
+                                       // find the two shortest edges, then use them to define the
+                                       // axis vectors for rotating around the central axis
+                                       for (i = 0;i < 6;i++)
+                                       {
+                                               v1 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
+                                               v2 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
+                                               l = VectorDistance2(v1, v2);
+                                               if (shortest[0].length2 > l || i == 0)
+                                               {
+                                                       shortest[1] = shortest[0];
+                                                       shortest[0].length2 = l;
+                                                       shortest[0].quadedge = i;
+                                               }
+                                               else if (shortest[1].length2 > l || i == 1)
+                                               {
+                                                       shortest[1].length2 = l;
+                                                       shortest[1].quadedge = i;
+                                               }
+                                       }
+                                       // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
+                                       for (i = 0;i < 3;i++)
+                                       {
+                                               right[i] = rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+                                                        + rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
+                                               up[i] = rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
+                                                     + rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
+                                                     - rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
+                                                     - rsurface_modelvertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
+                                       }
+                                       // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
+                                       VectorSubtract(rsurface_modelorg, center, forward);
+                                       CrossProduct(up, forward, newright);
+                                       // normalize the vectors involved
+                                       VectorNormalize(right);
+                                       VectorNormalize(newright);
+                                       // rotate the quad around the up axis vector, this is made
+                                       // especially easy by the fact we know the quad is flat,
+                                       // so we only have to subtract the center position and
+                                       // measure distance along the right vector, and then
+                                       // multiply that by the newright vector and add back the
+                                       // center position
+                                       // we also need to subtract the old position to undo the
+                                       // displacement from the center, which we do with a
+                                       // DotProduct, the subtraction/addition of center is also
+                                       // optimized into DotProducts here
+                                       l = DotProduct(newright, center) - DotProduct(right, center);
+                                       for (i = 0;i < 4;i++)
+                                       {
+                                               v1 = rsurface_modelvertex3f + 3 * (surface->num_firstvertex + j + i);
+                                               f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
+                                               VectorMA(v1, f, newright, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       }
+                               }
+                               else
+                               {
+                                       VectorCopy((rsurface_modelnormal3f  + 3 * surface->num_firstvertex) + j*3, forward);
+                                       VectorCopy((rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, right);
+                                       VectorCopy((rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, up);
+                                       for (i = 0;i < 4;i++)
+                                       {
+                                               VectorSubtract((rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
+                                               VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
+                                       }
                                }
-                               // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
-                               Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
-                               Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
-                               for (i = 0;i < 4;i++)
-                                       Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
-                               for (i = 0;i < 4;i++)
-                                       VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
                        }
                        Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
                        Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
@@ -3684,6 +3762,112 @@ void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacel
        }
 }
 
+static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
+{
+       int i;
+       int j;
+       const msurface_t *surface = texturesurfacelist[0];
+       const msurface_t *surface2;
+       int firstvertex;
+       int endvertex;
+       int numvertices;
+       int numtriangles;
+       // TODO: lock all array ranges before render, rather than on each surface
+       if (texturenumsurfaces == 1)
+       {
+               R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+               if (deluxemaptexunit >= 0)
+                       R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+               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), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+       }
+       else if (r_batchmode.integer == 2)
+       {
+               #define MAXBATCHTRIANGLES 4096
+               int batchtriangles = 0;
+               int batchelements[MAXBATCHTRIANGLES*3];
+               for (i = 0;i < texturenumsurfaces;i = j)
+               {
+                       surface = texturesurfacelist[i];
+                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+                       if (deluxemaptexunit >= 0)
+                               R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+                       j = i + 1;
+                       if (surface->num_triangles > MAXBATCHTRIANGLES)
+                       {
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+                               continue;
+                       }
+                       memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
+                       batchtriangles = surface->num_triangles;
+                       firstvertex = surface->num_firstvertex;
+                       endvertex = surface->num_firstvertex + surface->num_vertices;
+                       for (;j < texturenumsurfaces;j++)
+                       {
+                               surface2 = texturesurfacelist[j];
+                               if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
+                                       break;
+                               memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
+                               batchtriangles += surface2->num_triangles;
+                               firstvertex = min(firstvertex, surface2->num_firstvertex);
+                               endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
+                       }
+                       surface2 = texturesurfacelist[j-1];
+                       numvertices = endvertex - firstvertex;
+                       R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
+               }
+       }
+       else if (r_batchmode.integer == 1)
+       {
+#if 0
+               Con_Printf("%s batch sizes ignoring lightmap:", rsurface_texture->name);
+               for (i = 0;i < texturenumsurfaces;i = j)
+               {
+                       surface = texturesurfacelist[i];
+                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+                               if (texturesurfacelist[j] != surface2)
+                                       break;
+                       Con_Printf(" %i", j - i);
+               }
+               Con_Printf("\n");
+               Con_Printf("%s batch sizes honoring lightmap:", rsurface_texture->name);
+#endif
+               for (i = 0;i < texturenumsurfaces;i = j)
+               {
+                       surface = texturesurfacelist[i];
+                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+                       if (deluxemaptexunit >= 0)
+                               R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+                       for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
+                               if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
+                                       break;
+#if 0
+                       Con_Printf(" %i", j - i);
+#endif
+                       surface2 = texturesurfacelist[j-1];
+                       numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
+                       numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
+                       GL_LockArrays(surface->num_firstvertex, numvertices);
+                       R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+               }
+#if 0
+               Con_Printf("\n");
+#endif
+       }
+       else
+       {
+               for (i = 0;i < texturenumsurfaces;i++)
+               {
+                       surface = texturesurfacelist[i];
+                       R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+                       if (deluxemaptexunit >= 0)
+                               R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+                       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), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
+               }
+       }
+}
+
 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
 {
        int j;
@@ -3789,8 +3973,7 @@ static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **t
        if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
        R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
        GL_Color(r, g, b, a);
-       R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
-       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
 }
 
 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
@@ -4032,11 +4215,11 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                        R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
-       else if (rsurface_lightmaptexture)
+       else if (rsurface_uselightmaptexture)
        {
-               R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
+               R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
+                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else
@@ -4047,13 +4230,10 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
        }
 
-       if (rsurface_lightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
-       {
-               R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
-               if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
-       }
-       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+       if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+               RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+       else
+               RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
        if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
        {
        }
@@ -4123,7 +4303,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        R_Mesh_TextureState(&m);
                        if (rsurface_lightmode == 2)
                                RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
-                       else if (rsurface_lightmaptexture)
+                       else if (rsurface_uselightmaptexture)
                                RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else
                                RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
@@ -4224,7 +4404,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                R_Mesh_TextureState(&m);
                                if (rsurface_lightmode == 2)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
-                               else if (rsurface_lightmaptexture)
+                               else if (rsurface_uselightmaptexture)
                                        RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
@@ -4366,6 +4546,34 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
                r_refdef.stats.entities_surfaces += texturenumsurfaces;
        }
+       else if (gl_lightmaps.integer)
+       {
+               rmeshstate_t m;
+               if (rsurface_mode != RSURFMODE_MULTIPASS)
+                       rsurface_mode = RSURFMODE_MULTIPASS;
+               GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
+               GL_DepthTest(true);
+               GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+               GL_BlendFunc(GL_ONE, GL_ZERO);
+               GL_DepthMask(writedepth);
+               GL_Color(1,1,1,1);
+               GL_AlphaTest(false);
+               R_Mesh_ColorPointer(NULL, 0, 0);
+               memset(&m, 0, sizeof(m));
+               m.tex[0] = R_GetTexture(r_texture_white);
+               m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+               m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+               m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
+               R_Mesh_TextureState(&m);
+               RSurf_PrepareVerticesForBatch(rsurface_lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
+               if (rsurface_lightmode == 2)
+                       RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+               else if (rsurface_uselightmaptexture)
+                       RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+               else
+                       RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
+               r_refdef.stats.entities_surfaces += texturenumsurfaces;
+       }
        else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
        {
                R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
@@ -4422,8 +4630,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                texture = surface->texture;
                R_UpdateTextureInfo(ent, texture);
                rsurface_texture = texture->currentframe;
-               rsurface_lightmaptexture = surface->lightmaptexture;
-               rsurface_deluxemaptexture = surface->deluxemaptexture;
+               rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
                // scan ahead until we find a different texture
                endsurface = min(i + 1024, numsurfaces);
                texturenumsurfaces = 0;
@@ -4431,7 +4638,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                for (;j < endsurface;j++)
                {
                        surface = rsurface_model->data_surfaces + surfacelist[j];
-                       if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
+                       if (texture != surface->texture || rsurface_uselightmaptexture != (surface->lightmaptexture != NULL))
                                break;
                        texturesurfacelist[texturenumsurfaces++] = surface;
                }
@@ -4457,8 +4664,7 @@ void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
                rsurface_texture = texture->currentframe;
-               rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
-               rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
+               rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
                if (!(rsurface_texture->currentmaterialflags & flagsmask))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
@@ -4481,7 +4687,7 @@ void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask
                else
                {
                        // simply scan ahead until we find a different texture or lightmap state
-                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
                                ;
                        // render the range of surfaces
                        R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
@@ -4708,8 +4914,7 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_lightmaptexture = NULL;
-       rsurface_deluxemaptexture = NULL;
+       rsurface_uselightmaptexture = false;
        rsurface_texture = NULL;
        numsurfacelist = 0;
        j = model->firstmodelsurface;
@@ -4795,8 +5000,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_lightmaptexture = NULL;
-       rsurface_deluxemaptexture = NULL;
+       rsurface_uselightmaptexture = false;
        rsurface_texture = NULL;
        numsurfacelist = 0;
        surface = model->data_surfaces + model->firstmodelsurface;