]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added a non-diffuse non-specular path for model lighting in the GLSL
[xonotic/darkplaces.git] / gl_rmain.c
index f78697077fd6728ba35699b5ae2a825c6827b2d8..fbff42054f29af3ca8f78224abd31fba5e10160b 100644 (file)
@@ -112,6 +112,10 @@ 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...)"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
 
 extern qboolean v_flipped_state;
 
@@ -748,17 +752,28 @@ static const char *builtinshaderstring =
 "\n"
 "#ifdef MODE_LIGHTDIRECTION\n"
 "      // directional model lighting\n"
-"\n"
+"# ifdef USESPECULAR\n"
 "      // get the surface normal and light normal\n"
 "      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
 "      myhvec3 diffusenormal = myhvec3(LightVector);\n"
 "\n"
 "      // calculate directional shading\n"
 "      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"# ifdef USESPECULAR\n"
 "      myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
 "      color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# else\n"
+"#  ifdef USEDIFFUSE\n"
+"      // get the surface normal and light normal\n"
+"      myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"      myhvec3 diffusenormal = myhvec3(LightVector);\n"
+"\n"
+"      // calculate directional shading\n"
+"      color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
+"#  else\n"
+"      color.rgb *= AmbientColor;\n"
+"#  endif\n"
 "# endif\n"
+"\n"
 "      color *= myhvec4(gl_Color);\n"
 "#endif // MODE_LIGHTDIRECTION\n"
 "\n"
@@ -824,12 +839,6 @@ static const char *builtinshaderstring =
 "      color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
 "#endif\n"
 "\n"
-"#ifdef USECONTRASTBOOST\n"
-"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
-"#endif\n"
-"\n"
-"      color.rgb *= SceneBrightness;\n"
-"\n"
 "#ifndef MODE_LIGHTSOURCE\n"
 "# ifdef USEREFLECTION\n"
 "      vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
@@ -844,6 +853,12 @@ static const char *builtinshaderstring =
 "      color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
 "#endif\n"
 "\n"
+"#ifdef USECONTRASTBOOST\n"
+"      color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
+"#endif\n"
+"\n"
+"      color.rgb *= SceneBrightness;\n"
+"\n"
 "      gl_FragColor = vec4(color);\n"
 "}\n"
 "#endif // MODE_REFRACTION\n"
@@ -1201,7 +1216,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
        }
        else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
        {
-               // bright unshaded geometry
+               // unshaded geometry (fullbright or ambient model lighting)
                mode = SHADERMODE_LIGHTMAP;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
@@ -1220,12 +1235,13 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
-       else if (modellighting)
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
        {
                // directional model lighting
                mode = SHADERMODE_LIGHTDIRECTION;
                if (rsurface.texture->currentskinframe->glow)
                        permutation |= SHADERPERMUTATION_GLOW;
+               permutation |= SHADERPERMUTATION_DIFFUSE;
                if (specularscale > 0)
                        permutation |= SHADERPERMUTATION_SPECULAR;
                if (r_refdef.fogenabled)
@@ -1237,6 +1253,21 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
                        permutation |= SHADERPERMUTATION_REFLECTION;
        }
+       else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+       {
+               // ambient model lighting
+               mode = SHADERMODE_LIGHTDIRECTION;
+               if (rsurface.texture->currentskinframe->glow)
+                       permutation |= SHADERPERMUTATION_GLOW;
+               if (r_refdef.fogenabled)
+                       permutation |= SHADERPERMUTATION_FOG;
+               if (rsurface.texture->colormapping)
+                       permutation |= SHADERPERMUTATION_COLORMAPPING;
+               if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+                       permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+                       permutation |= SHADERPERMUTATION_REFLECTION;
+       }
        else
        {
                // lightmapped wall
@@ -1248,14 +1279,14 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl
                        else
                                mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        if (specularscale > 0)
-                               permutation |= SHADERPERMUTATION_SPECULAR;
+                               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
                else if (r_glsl_deluxemapping.integer >= 2)
                {
                        // fake deluxemapping (uniform light direction in tangentspace)
                        mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
                        if (specularscale > 0)
-                               permutation |= SHADERPERMUTATION_SPECULAR;
+                               permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
                }
                else
                {
@@ -1520,7 +1551,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        if (skinframe && skinframe->base)
                return skinframe;
 
-       basepixels = loadimagepixels(name, complain, 0, 0);
+       basepixels = loadimagepixels(name, complain, 0, 0, true);
        if (basepixels == NULL)
                return NULL;
 
@@ -1565,13 +1596,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // _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)
+               if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0, false)) != NULL)
                {
                        skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), 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)
+               else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0, false)) != 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);
@@ -1590,10 +1621,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole
        // _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 & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), 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 & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), 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 & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), 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 & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadglow          && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0, false)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadgloss         && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+       if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
 
        if (basepixels)
                Mem_Free(basepixels);
@@ -1901,6 +1932,11 @@ void GL_Main_Init(void)
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
                Cvar_SetValue("r_fullbrights", 0);
        R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+
+       Cvar_RegisterVariable(&r_track_sprites);
+       Cvar_RegisterVariable(&r_track_sprites_flags);
+       Cvar_RegisterVariable(&r_track_sprites_scalew);
+       Cvar_RegisterVariable(&r_track_sprites_scaleh);
 }
 
 extern void R_Textures_Init(void);
@@ -2104,7 +2140,8 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+
                }
                if(r_cullentities_trace.integer)
                {
@@ -2127,7 +2164,7 @@ static void R_View_UpdateEntityVisible (void)
                for (i = 0;i < r_refdef.numentities;i++)
                {
                        ent = r_refdef.entities[i];
-                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
+                       r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
                }
        }
 
@@ -2309,8 +2346,6 @@ static void R_View_SetFrustum(void)
        r_view.frustum[5].dist = m[15] + m[14];
 #endif
 
-
-
        if (r_view.useperspective)
        {
                slopex = 1.0 / r_view.frustum_x;
@@ -2320,6 +2355,14 @@ static void R_View_SetFrustum(void)
                VectorMA(r_view.forward, -slopey, r_view.up  , r_view.frustum[2].normal);
                VectorMA(r_view.forward,  slopey, r_view.up  , r_view.frustum[3].normal);
                VectorCopy(r_view.forward, r_view.frustum[4].normal);
+               
+               // Leaving those out was a mistake, those were in the old code, and they
+               // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
+               // I couldn't reproduce it after adding those normalizations. --blub
+               VectorNormalize(r_view.frustum[0].normal);
+               VectorNormalize(r_view.frustum[1].normal);
+               VectorNormalize(r_view.frustum[2].normal);
+               VectorNormalize(r_view.frustum[3].normal);
 
                // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
                VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
@@ -2747,6 +2790,8 @@ static void R_Water_ProcessPlanes(void)
 
                        R_ResetViewRendering3D();
                        R_ClearScreen();
+                       if (r_timereport_active)
+                               R_TimeReport("viewclear");
 
                        R_RenderScene(false);
 
@@ -2757,9 +2802,12 @@ static void R_Water_ProcessPlanes(void)
 
                        R_ResetViewRendering3D();
                        R_ClearScreen();
+                       if (r_timereport_active)
+                               R_TimeReport("viewclear");
                }
 
                r_view = originalview;
+               r_view.clear = true;
                r_waterstate.renderingscene = false;
        }
        return;
@@ -3051,8 +3099,7 @@ void R_HDR_RenderBloomTexture(void)
 
        R_ClearScreen();
        if (r_timereport_active)
-               R_TimeReport("clear");
-
+               R_TimeReport("viewclear");
 
        // restore the view settings
        r_view.width = oldwidth;
@@ -3214,13 +3261,17 @@ void R_RenderView(void)
 
        CHECKGLERROR
        if (r_timereport_active)
-               R_TimeReport("setup");
+               R_TimeReport("viewsetup");
 
        R_ResetViewRendering3D();
 
-       R_ClearScreen();
-       if (r_timereport_active)
-               R_TimeReport("clear");
+       if (r_view.clear)
+       {
+               R_ClearScreen();
+               if (r_timereport_active)
+                       R_TimeReport("viewclear");
+       }
+       r_view.clear = true;
 
        r_view.showdebug = true;
 
@@ -3255,7 +3306,7 @@ void R_RenderScene(qboolean addwaterplanes)
 
                R_View_Update();
                if (r_timereport_active)
-                       R_TimeReport("watervisibility");
+                       R_TimeReport("watervis");
 
                if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
                {
@@ -3950,6 +4001,14 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
                t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
        if (!(ent->flags & RENDER_LIGHT))
                t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+       else if (rsurface.modeltexcoordlightmap2f == NULL)
+       {
+               // pick a model lighting mode
+               if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
+                       t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
+               else
+                       t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+       }
        if (ent->effects & EF_ADDITIVE)
                t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
        else if (t->currentalpha < 1)
@@ -5395,7 +5454,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                GL_Color(1, 1, 1, 1);
                R_Mesh_ColorPointer(NULL, 0, 0);
 
-               R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+               R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
                if (r_glsl_permutation)
                {
                        RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
@@ -5432,14 +5491,11 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **t
                R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
        }
 
-       R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+       R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
        if (!r_glsl_permutation)
                return;
 
-       if (rsurface.lightmode == 2)
-               RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
-       else
-               RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+       RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
        R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
        R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
        R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
@@ -5536,7 +5592,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t
                        m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
                        m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
                        R_Mesh_TextureState(&m);
-                       if (rsurface.lightmode == 2)
+                       if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
                        else if (rsurface.uselightmaptexture)
                                RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
@@ -5638,7 +5694,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
                                m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface.lightmode == 2)
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        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);
@@ -5666,7 +5722,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t
                                m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
                                m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
                                R_Mesh_TextureState(&m);
-                               if (rsurface.lightmode == 2)
+                               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                                        RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
                                else
                                        RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
@@ -5806,8 +5862,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                GL_DepthMask(writedepth);
                GL_Color(1,1,1,1);
                GL_AlphaTest(false);
-               // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
-               rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
                R_Mesh_ColorPointer(NULL, 0, 0);
                memset(&m, 0, sizeof(m));
                m.tex[0] = R_GetTexture(r_texture_white);
@@ -5815,8 +5869,8 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
                m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
                R_Mesh_TextureState(&m);
-               RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
-               if (rsurface.lightmode == 2)
+               RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
+               if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
                        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);
@@ -5841,8 +5895,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
                GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
                GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
-               // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
-               rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
                if (r_glsl.integer && gl_support_fragment_shader)
                        R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
                else if (gl_combine.integer && r_textureunits.integer >= 2)