]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
fixed bug where animated mdl skins (such as Tomaz's health box and
[xonotic/darkplaces.git] / gl_rmain.c
index 1baaa5b31167f334d6d66b987ea8c3666ecd5278..088e3bf0e6bbce03e45f57a7cff9ca83550f1c29 100644 (file)
@@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "r_shadow.h"
 #include "polygon.h"
+#include "image.h"
 
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
@@ -881,10 +882,10 @@ 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_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+               if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
                {
                        // deluxemapping (light direction texture)
-                       if (rsurface_uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+                       if (rsurface_lightmaptexture && 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;
@@ -1034,6 +1035,332 @@ void R_SwitchSurfaceShader(int permutation)
        }
 }
 
+#define SKINFRAME_HASH 1024
+
+struct
+{
+       int loadsequence; // incremented each level change
+       memexpandablearray_t array;
+       skinframe_t *hash[SKINFRAME_HASH];
+}
+r_skinframe;
+
+void R_SkinFrame_PrepareForPurge(void)
+{
+       r_skinframe.loadsequence++;
+       // wrap it without hitting zero
+       if (r_skinframe.loadsequence >= 200)
+               r_skinframe.loadsequence = 1;
+}
+
+void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
+{
+       if (!skinframe)
+               return;
+       // mark the skinframe as used for the purging code
+       skinframe->loadsequence = r_skinframe.loadsequence;
+}
+
+void R_SkinFrame_Purge(void)
+{
+       int i;
+       skinframe_t *s;
+       for (i = 0;i < SKINFRAME_HASH;i++)
+       {
+               for (s = r_skinframe.hash[i];s;s = s->next)
+               {
+                       if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
+                       {
+                               if (s->base == r_texture_notexture)     s->base   = NULL;
+                               if (s->nmap == r_texture_blanknormalmap)s->nmap   = NULL;
+                               if (s->merged == s->base)               s->merged = NULL;
+                               if (s->stain ) R_FreeTexture(s->stain );s->stain  = NULL;
+                               if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
+                               if (s->base  ) R_FreeTexture(s->base  );s->base   = NULL;
+                               if (s->pants ) R_FreeTexture(s->pants );s->pants  = NULL;
+                               if (s->shirt ) R_FreeTexture(s->shirt );s->shirt  = NULL;
+                               if (s->nmap  ) R_FreeTexture(s->nmap  );s->nmap   = NULL;
+                               if (s->gloss ) R_FreeTexture(s->gloss );s->gloss  = NULL;
+                               if (s->glow  ) R_FreeTexture(s->glow  );s->glow   = NULL;
+                               if (s->fog   ) R_FreeTexture(s->fog   );s->fog    = NULL;
+                               s->loadsequence = 0;
+                       }
+               }
+       }
+}
+
+skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
+{
+       skinframe_t *item;
+       int hashindex;
+       char basename[MAX_QPATH];
+
+       Image_StripImageExtension(name, basename, sizeof(basename));
+
+       hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
+       for (item = r_skinframe.hash[hashindex];item;item = item->next)
+               if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
+                       break;
+       if (!item)
+       {
+               if (!add)
+                       return NULL;
+               item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
+               memset(item, 0, sizeof(*item));
+               strlcpy(item->basename, basename, sizeof(item->basename));
+               item->textureflags = textureflags;
+               item->comparewidth = comparewidth;
+               item->compareheight = compareheight;
+               item->comparecrc = comparecrc;
+               item->next = r_skinframe.hash[hashindex];
+               r_skinframe.hash[hashindex] = item;
+       }
+       R_SkinFrame_MarkUsed(item);
+       return item;
+}
+
+skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags)
+{
+       // FIXME: it should be possible to disable loading various layers using
+       // cvars, to prevent wasted loading time and memory usage if the user does
+       // not want them
+       qboolean loadnormalmap = true;
+       qboolean loadgloss = true;
+       qboolean loadpantsandshirt = true;
+       qboolean loadglow = true;
+       int j;
+       unsigned char *pixels;
+       unsigned char *bumppixels;
+       unsigned char *basepixels = NULL;
+       int basepixels_width;
+       int basepixels_height;
+       skinframe_t *skinframe;
+
+       if (cls.state == ca_dedicated)
+               return NULL;
+
+       // return an existing skinframe if already loaded
+       // if loading of the first image fails, don't make a new skinframe as it
+       // would cause all future lookups of this to be missing
+       skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+       if (skinframe && skinframe->base)
+               return skinframe;
+
+       basepixels = loadimagepixels(name, false, 0, 0);
+       if (basepixels == NULL)
+               return NULL;
+
+       // we've got some pixels to store, so really allocate this new texture now
+       if (!skinframe)
+               skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
+       skinframe->stain = NULL;
+       skinframe->merged = NULL;
+       skinframe->base = r_texture_notexture;
+       skinframe->pants = NULL;
+       skinframe->shirt = NULL;
+       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->gloss = NULL;
+       skinframe->glow = NULL;
+       skinframe->fog = NULL;
+
+       basepixels_width = image_width;
+       basepixels_height = image_height;
+       skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+
+       if (textureflags & TEXF_ALPHA)
+       {
+               for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
+                       if (basepixels[j] < 255)
+                               break;
+               if (j < basepixels_width * basepixels_height * 4)
+               {
+                       // has transparent pixels
+                       pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+                       for (j = 0;j < image_width * image_height * 4;j += 4)
+                       {
+                               pixels[j+0] = 255;
+                               pixels[j+1] = 255;
+                               pixels[j+2] = 255;
+                               pixels[j+3] = basepixels[j+3];
+                       }
+                       skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       Mem_Free(pixels);
+               }
+       }
+
+       // _norm is the name used by tenebrae and has been adopted as standard
+       if (loadnormalmap)
+       {
+               if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+               {
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       Mem_Free(pixels);
+                       pixels = NULL;
+               }
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+               {
+                       pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
+                       Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       Mem_Free(pixels);
+                       Mem_Free(bumppixels);
+               }
+               else if (r_shadow_bumpscale_basetexture.value > 0)
+               {
+                       pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
+                       Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
+                       skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
+                       Mem_Free(pixels);
+               }
+       }
+       // _luma is supported for tenebrae compatibility
+       // (I think it's a very stupid name, but oh well)
+       // _glow is the preferred name
+       if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
+
+       if (basepixels)
+               Mem_Free(basepixels);
+
+       return skinframe;
+}
+
+static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
+{
+       int i;
+       if (!force)
+       {
+               for (i = 0;i < width*height;i++)
+                       if (((unsigned char *)&palette[in[i]])[3] > 0)
+                               break;
+               if (i == width*height)
+                       return NULL;
+       }
+       return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+}
+
+skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
+{
+       int i;
+       unsigned char *temp1, *temp2;
+       skinframe_t *skinframe;
+
+       if (cls.state == ca_dedicated)
+               return NULL;
+
+       // if already loaded just return it, otherwise make a new skinframe
+       skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
+       if (skinframe && skinframe->base)
+               return skinframe;
+
+       skinframe->stain = NULL;
+       skinframe->merged = NULL;
+       skinframe->base = r_texture_notexture;
+       skinframe->pants = NULL;
+       skinframe->shirt = NULL;
+       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->gloss = NULL;
+       skinframe->glow = NULL;
+       skinframe->fog = NULL;
+
+       // if no data was provided, then clearly the caller wanted to get a blank skinframe
+       if (!skindata)
+               return NULL;
+
+       if (bitsperpixel == 32)
+       {
+               if (r_shadow_bumpscale_basetexture.value > 0)
+               {
+                       temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+                       temp2 = temp1 + width * height * 4;
+                       Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+                       skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+                       Mem_Free(temp1);
+               }
+               skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
+               if (textureflags & TEXF_ALPHA)
+               {
+                       for (i = 3;i < width * height * 4;i += 4)
+                               if (skindata[i] < 255)
+                                       break;
+                       if (i < width * height * 4)
+                       {
+                               unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
+                               memcpy(fogpixels, skindata, width * height * 4);
+                               for (i = 0;i < width * height * 4;i += 4)
+                                       fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
+                               skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
+                               Mem_Free(fogpixels);
+                       }
+               }
+       }
+       else if (bitsperpixel == 8)
+       {
+               if (r_shadow_bumpscale_basetexture.value > 0)
+               {
+                       temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+                       temp2 = temp1 + width * height * 4;
+                       if (bitsperpixel == 32)
+                               Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+                       else
+                       {
+                               // use either a custom palette or the quake palette
+                               Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
+                               Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+                       }
+                       skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
+                       Mem_Free(temp1);
+               }
+               // use either a custom palette, or the quake palette
+               skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
+               if (!palette && loadglowtexture)
+                       skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
+               if (!palette && loadpantsandshirt)
+               {
+                       skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
+                       skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
+               }
+               if (skinframe->pants || skinframe->shirt)
+                       skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
+               if (textureflags & TEXF_ALPHA)
+               {
+                       // if not using a custom alphapalette, use the quake one
+                       if (!alphapalette)
+                               alphapalette = palette_alpha;
+                       for (i = 0;i < width * height;i++)
+                               if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
+                                       break;
+                       if (i < width * height)
+                               skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
+               }
+       }
+
+       return skinframe;
+}
+
+skinframe_t *R_SkinFrame_LoadMissing(void)
+{
+       skinframe_t *skinframe;
+
+       if (cls.state == ca_dedicated)
+               return NULL;
+
+       skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
+       skinframe->stain = NULL;
+       skinframe->merged = NULL;
+       skinframe->base = r_texture_notexture;
+       skinframe->pants = NULL;
+       skinframe->shirt = NULL;
+       skinframe->nmap = r_texture_blanknormalmap;
+       skinframe->gloss = NULL;
+       skinframe->glow = NULL;
+       skinframe->fog = NULL;
+
+       return skinframe;
+}
+
 void gl_main_start(void)
 {
        int x;
@@ -1048,6 +1375,11 @@ void gl_main_start(void)
                r_refdef.fogmasktable[x] = bound(0, alpha, 1);
        }
 
+       // set up r_skinframe loading system for textures
+       memset(&r_skinframe, 0, sizeof(r_skinframe));
+       r_skinframe.loadsequence = 1;
+       Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
+
        r_main_texturepool = R_AllocTexturePool();
        R_BuildBlankTextures();
        R_BuildNoTexture();
@@ -1064,6 +1396,10 @@ void gl_main_start(void)
 
 void gl_main_shutdown(void)
 {
+       // clear out the r_skinframe state
+       Mem_ExpandableArray_FreeArray(&r_skinframe.array);
+       memset(&r_skinframe, 0, sizeof(r_skinframe));
+
        if (r_svbsp.nodes)
                Mem_Free(r_svbsp.nodes);
        memset(&r_svbsp, 0, sizeof (r_svbsp));
@@ -2771,9 +3107,9 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
 
        // pick a new currentskinframe if the material is animated
        if (t->numskinframes >= 2)
-               t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
+               t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
        if (t->backgroundnumskinframes >= 2)
-               t->backgroundcurrentskinframe = t->backgroundskinframes + ((int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes);
+               t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
 
        t->currentmaterialflags = t->basematerialflags;
        t->currentalpha = ent->alpha;
@@ -2918,7 +3254,7 @@ void R_UpdateAllTextureInfo(entity_render_t *ent)
 {
        int i;
        if (ent->model)
-               for (i = 0;i < ent->model->num_textures;i++)
+               for (i = 0;i < ent->model->num_texturesperskin;i++)
                        R_UpdateTextureInfo(ent, ent->model->data_textures + i);
 }
 
@@ -2987,7 +3323,8 @@ qboolean rsurface_generatedvertex;
 const entity_render_t *rsurface_entity;
 const model_t *rsurface_model;
 texture_t *rsurface_texture;
-qboolean rsurface_uselightmaptexture;
+rtexture_t *rsurface_lightmaptexture;
+rtexture_t *rsurface_deluxemaptexture;
 rsurfmode_t rsurface_mode;
 int rsurface_lightmode; // 0 = lightmap or fullbright, 1 = color array from q3bsp, 2 = vertex shaded model
 
@@ -3000,7 +3337,8 @@ void RSurf_CleanUp(void)
        }
        GL_AlphaTest(false);
        rsurface_mode = RSURFMODE_NONE;
-       rsurface_uselightmaptexture = false;
+       rsurface_lightmaptexture = NULL;
+       rsurface_deluxemaptexture = NULL;
        rsurface_texture = NULL;
 }
 
@@ -3290,112 +3628,6 @@ 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;
@@ -3501,7 +3733,8 @@ 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);
-       RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
+       R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture));
+       RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
 }
 
 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
@@ -3743,11 +3976,11 @@ 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_uselightmaptexture)
+       else if (rsurface_lightmaptexture)
        {
-               R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
+               R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
                if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
-                       R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
+                       R_Mesh_TexBind(8, R_GetTexture(rsurface_deluxemaptexture));
                R_Mesh_ColorPointer(NULL, 0, 0);
        }
        else
@@ -3758,10 +3991,13 @@ 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_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_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_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
        {
        }
@@ -3831,7 +4067,7 @@ 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_uselightmaptexture)
+                       else if (rsurface_lightmaptexture)
                                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);
@@ -3932,7 +4168,7 @@ 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_uselightmaptexture)
+                               else if (rsurface_lightmaptexture)
                                        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);
@@ -4078,7 +4314,8 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const
                texture = surface->texture;
                R_UpdateTextureInfo(ent, texture);
                rsurface_texture = texture->currentframe;
-               rsurface_uselightmaptexture = surface->lightmaptexture != NULL;
+               rsurface_lightmaptexture = surface->lightmaptexture;
+               rsurface_deluxemaptexture = surface->deluxemaptexture;
                // scan ahead until we find a different texture
                endsurface = min(i + 1024, numsurfaces);
                texturenumsurfaces = 0;
@@ -4086,7 +4323,7 @@ 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_uselightmaptexture != (surface->lightmaptexture != NULL))
+                       if (texture != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
                                break;
                        texturesurfacelist[texturenumsurfaces++] = surface;
                }
@@ -4112,7 +4349,8 @@ void R_QueueSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask
                // use skin 1 instead)
                texture = surfacelist[i]->texture;
                rsurface_texture = texture->currentframe;
-               rsurface_uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
+               rsurface_lightmaptexture = surfacelist[i]->lightmaptexture;
+               rsurface_deluxemaptexture = surfacelist[i]->deluxemaptexture;
                if (!(rsurface_texture->currentmaterialflags & flagsmask))
                {
                        // if this texture is not the kind we want, skip ahead to the next one
@@ -4133,7 +4371,7 @@ 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_uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
+                       for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface_lightmaptexture == surfacelist[j]->lightmaptexture;j++)
                                ;
                        // render the range of surfaces
                        R_DrawTextureSurfaceList(j - i, surfacelist + i);
@@ -4276,9 +4514,10 @@ void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean
                                qglBegin(GL_LINES);
                                for (k = 0;k < surface->num_triangles;k++, elements += 3)
                                {
-                                       qglArrayElement(elements[0]);qglArrayElement(elements[1]);
-                                       qglArrayElement(elements[1]);qglArrayElement(elements[2]);
-                                       qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface_vertex3f[elements[n]*3+0], rsurface_vertex3f[elements[n]*3+1], rsurface_vertex3f[elements[n]*3+2])
+                                       GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+                                       GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+                                       GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
                                }
                                qglEnd();
                                CHECKGLERROR
@@ -4359,7 +4598,8 @@ void R_DrawWorldSurfaces(qboolean skysurfaces)
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_uselightmaptexture = false;
+       rsurface_lightmaptexture = NULL;
+       rsurface_deluxemaptexture = NULL;
        rsurface_texture = NULL;
        numsurfacelist = 0;
        j = model->firstmodelsurface;
@@ -4445,7 +4685,8 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces)
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
        f = 0;
        t = NULL;
-       rsurface_uselightmaptexture = false;
+       rsurface_lightmaptexture = NULL;
+       rsurface_deluxemaptexture = NULL;
        rsurface_texture = NULL;
        numsurfacelist = 0;
        surface = model->data_surfaces + model->firstmodelsurface;