]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
batch by lightmap rather than by use of lightmaps (batching by use of
[xonotic/darkplaces.git] / gl_rmain.c
index dd059df3793141274f266d49bc7e2830dfc8495f..a4f01092c3b481b55a55462b9225ea2721155f02 100644 (file)
@@ -34,6 +34,7 @@ r_view_t r_view;
 r_viewcache_t r_viewcache;
 
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
+cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
@@ -199,31 +200,16 @@ void FOG_clear(void)
        r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
 }
 
-// FIXME: move this to client?
-void FOG_registercvars(void)
+float FogPoint_World(const vec3_t p)
 {
-       int x;
-       double r, alpha;
-
-       if (gamemode == GAME_NEHAHRA)
-       {
-               Cvar_RegisterVariable (&gl_fogenable);
-               Cvar_RegisterVariable (&gl_fogdensity);
-               Cvar_RegisterVariable (&gl_fogred);
-               Cvar_RegisterVariable (&gl_foggreen);
-               Cvar_RegisterVariable (&gl_fogblue);
-               Cvar_RegisterVariable (&gl_fogstart);
-               Cvar_RegisterVariable (&gl_fogend);
-       }
+       int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
+       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
+}
 
-       r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
-       for (x = 0;x < FOGTABLEWIDTH;x++)
-       {
-               alpha = exp(r / ((double)x*(double)x));
-               if (x == FOGTABLEWIDTH - 1)
-                       alpha = 1;
-               r_refdef.fogtable[x] = bound(0, alpha, 1);
-       }
+float FogPoint_Model(const vec3_t p)
+{
+       int fogmasktableindex = (int)(VectorDistance((p), rsurface_modelorg) * r_refdef.fogmasktabledistmultiplier);
+       return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
 }
 
 static void R_BuildBlankTextures(void)
@@ -349,25 +335,19 @@ static void R_BuildNormalizationCube(void)
 static void R_BuildFogTexture(void)
 {
        int x, b;
-       double r, alpha;
 #define FOGWIDTH 64
        unsigned char data1[FOGWIDTH][4];
        //unsigned char data2[FOGWIDTH][4];
-       r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
        for (x = 0;x < FOGWIDTH;x++)
        {
-               alpha = exp(r / ((double)x*(double)x));
-               if (x == FOGWIDTH - 1)
-                       alpha = 1;
-               b = (int)(256.0 * alpha);
-               b = bound(0, b, 255);
-               data1[x][0] = 255 - b;
-               data1[x][1] = 255 - b;
-               data1[x][2] = 255 - b;
+               b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
+               data1[x][0] = b;
+               data1[x][1] = b;
+               data1[x][2] = b;
                data1[x][3] = 255;
-               //data2[x][0] = b;
-               //data2[x][1] = b;
-               //data2[x][2] = b;
+               //data2[x][0] = 255 - b;
+               //data2[x][1] = 255 - b;
+               //data2[x][2] = 255 - b;
                //data2[x][3] = 255;
        }
        r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
@@ -901,10 +881,10 @@ 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;
@@ -1056,6 +1036,18 @@ void R_SwitchSurfaceShader(int permutation)
 
 void gl_main_start(void)
 {
+       int x;
+       double r, alpha;
+
+       r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
+       for (x = 0;x < FOGMASKTABLEWIDTH;x++)
+       {
+               alpha = 1 - exp(r / ((double)x*(double)x));
+               if (x == FOGMASKTABLEWIDTH - 1)
+                       alpha = 0;
+               r_refdef.fogmasktable[x] = bound(0, alpha, 1);
+       }
+
        r_main_texturepool = R_AllocTexturePool();
        R_BuildBlankTextures();
        R_BuildNoTexture();
@@ -1115,8 +1107,19 @@ void GL_Main_Init(void)
        r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
 
        Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
-       FOG_registercvars(); // FIXME: move this fog stuff to client?
+       // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
+       if (gamemode == GAME_NEHAHRA)
+       {
+               Cvar_RegisterVariable (&gl_fogenable);
+               Cvar_RegisterVariable (&gl_fogdensity);
+               Cvar_RegisterVariable (&gl_fogred);
+               Cvar_RegisterVariable (&gl_foggreen);
+               Cvar_RegisterVariable (&gl_fogblue);
+               Cvar_RegisterVariable (&gl_fogstart);
+               Cvar_RegisterVariable (&gl_fogend);
+       }
        Cvar_RegisterVariable(&r_nearclip);
+       Cvar_RegisterVariable(&r_showbboxes);
        Cvar_RegisterVariable(&r_showsurfaces);
        Cvar_RegisterVariable(&r_showtris);
        Cvar_RegisterVariable(&r_shownormals);
@@ -2129,7 +2132,7 @@ void R_UpdateVariables(void)
                // (0.9986 * 256 == 255.6)
                r_refdef.fogrange = 400 / r_refdef.fog_density;
                r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
-               r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
+               r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
                // fog color was already set
        }
        else
@@ -2185,6 +2188,7 @@ extern void VM_CL_AddPolygonsToMeshQueue (void);
 extern void R_DrawPortals (void);
 extern cvar_t cl_locs_show;
 static void R_DrawLocs(void);
+static void R_DrawEntityBBoxes(void);
 void R_RenderScene(void)
 {
        // don't let sound skip if going slow
@@ -2289,6 +2293,13 @@ void R_RenderScene(void)
                        R_TimeReport("portals");
        }
 
+       if (r_showbboxes.value > 0)
+       {
+               R_DrawEntityBBoxes();
+               if (r_timereport_active)
+                       R_TimeReport("bboxes");
+       }
+
        if (gl_support_fragment_shader)
        {
                qglUseProgramObjectARB(0);CHECKGLERROR
@@ -2316,18 +2327,27 @@ void R_RenderScene(void)
        R_ResetViewRendering2D();
 }
 
-/*
+static const int bboxelements[36] =
+{
+       5, 1, 3, 5, 3, 7,
+       6, 2, 0, 6, 0, 4,
+       7, 3, 2, 7, 2, 6,
+       4, 0, 1, 4, 1, 5,
+       4, 5, 7, 4, 7, 6,
+       1, 0, 2, 1, 2, 3,
+};
+
 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
 {
        int i;
-       float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+       float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
        GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        GL_DepthMask(false);
        GL_DepthRange(0, 1);
-       GL_DepthTest(true);
        R_Mesh_Matrix(&identitymatrix);
+       R_Mesh_ResetTextureState();
 
-       vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+       vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
        vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
        vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
        vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
@@ -2335,24 +2355,73 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
        vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
        vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
-       R_FillColors(color, 8, cr, cg, cb, ca);
+       R_FillColors(color4f, 8, cr, cg, cb, ca);
        if (r_refdef.fogenabled)
        {
-               for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+               for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
                {
-                       f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
-                       f1 = 1 - f2;
+                       f1 = FogPoint_World(v);
+                       f2 = 1 - f1;
                        c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
                        c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
                        c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
                }
        }
        R_Mesh_VertexPointer(vertex3f, 0, 0);
-       R_Mesh_ColorPointer(color, 0, 0);
+       R_Mesh_ColorPointer(color4f, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_Draw(8, 12, 0, 0);
+       R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
+}
+
+static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
+{
+       int i;
+       float color[4];
+       prvm_edict_t *edict;
+       // this function draws bounding boxes of server entities
+       if (!sv.active)
+               return;
+       SV_VM_Begin();
+       for (i = 0;i < numsurfaces;i++)
+       {
+               edict = PRVM_EDICT_NUM(surfacelist[i]);
+               switch ((int)edict->fields.server->solid)
+               {
+                       case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
+                       case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
+                       case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
+                       case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
+                       case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
+                       default:             Vector4Set(color, 0, 0, 0, 0.50);break;
+               }
+               color[3] *= r_showbboxes.value;
+               color[3] = bound(0, color[3], 1);
+               GL_DepthTest(!r_showdisabledepthtest.integer);
+               GL_CullFace(GL_BACK);
+               R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
+       }
+       SV_VM_End();
+}
+
+static void R_DrawEntityBBoxes(void)
+{
+       int i;
+       prvm_edict_t *edict;
+       vec3_t center;
+       // this function draws bounding boxes of server entities
+       if (!sv.active)
+               return;
+       SV_VM_Begin();
+       for (i = 0;i < prog->num_edicts;i++)
+       {
+               edict = PRVM_EDICT_NUM(i);
+               if (edict->priv.server->free)
+                       continue;
+               VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
+               R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
+       }
+       SV_VM_End();
 }
-*/
 
 int nomodelelements[24] =
 {
@@ -2420,8 +2489,8 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
                R_Mesh_ColorPointer(color4f, 0, 0);
                Matrix4x4_OriginFromMatrix(&ent->matrix, org);
-               f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
-               f1 = 1 - f2;
+               f1 = FogPoint_World(org);
+               f2 = 1 - f1;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
                {
                        c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
@@ -2487,12 +2556,11 @@ float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
 
 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
 {
-       float fog = 0.0f, ifog;
+       float fog = 1.0f;
        float vertex3f[12];
 
        if (r_refdef.fogenabled)
-               fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
-       ifog = 1 - fog;
+               fog = FogPoint_World(origin);
 
        R_Mesh_Matrix(&identitymatrix);
        GL_BlendFunc(blendfunc1, blendfunc2);
@@ -2519,13 +2587,14 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_
        R_Mesh_TexBind(0, R_GetTexture(texture));
        R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
        // FIXME: fixed function path can't properly handle r_view.colorscale > 1
-       GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
+       GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
        R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 
        if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
        {
                R_Mesh_TexBind(0, R_GetTexture(fogtexture));
                GL_BlendFunc(blendfunc1, GL_ONE);
+               fog = 1 - fog;
                GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
                R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
        }
@@ -2918,7 +2987,8 @@ 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
 
@@ -2931,7 +3001,8 @@ void RSurf_CleanUp(void)
        }
        GL_AlphaTest(false);
        rsurface_mode = RSURFMODE_NONE;
-       rsurface_uselightmaptexture = false;
+       rsurface_lightmaptexture = NULL;
+       rsurface_deluxemaptexture = NULL;
        rsurface_texture = NULL;
 }
 
@@ -3221,112 +3292,6 @@ 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;
@@ -3371,7 +3336,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               f = FogPoint_Model(v);
                                c2[0] = c[0] * f;
                                c2[1] = c[1] * f;
                                c2[2] = c[2] * f;
@@ -3386,7 +3351,7 @@ static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **t
                        const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                        for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
                        {
-                               f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                               f = FogPoint_Model(v);
                                c2[0] = f;
                                c2[1] = f;
                                c2[2] = f;
@@ -3432,7 +3397,8 @@ 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)
@@ -3674,11 +3640,11 @@ 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
@@ -3689,10 +3655,13 @@ 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))
        {
        }
@@ -3762,7 +3731,7 @@ 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);
@@ -3799,7 +3768,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       f = 1 - FogPoint_Model(v);
                                        c[0] = layercolor[0];
                                        c[1] = layercolor[1];
                                        c[2] = layercolor[2];
@@ -3863,7 +3832,7 @@ 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);
@@ -3929,7 +3898,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
                                for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
                                {
-                                       f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
+                                       f = 1 - FogPoint_Model(v);
                                        c[0] = layer->color[0];
                                        c[1] = layer->color[1];
                                        c[2] = layer->color[2];
@@ -4009,7 +3978,8 @@ 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;
@@ -4017,7 +3987,7 @@ 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;
                }
@@ -4043,7 +4013,8 @@ 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
@@ -4064,7 +4035,7 @@ 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);
@@ -4290,7 +4261,8 @@ 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;
@@ -4376,7 +4348,8 @@ 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;