]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
reverted bsp recursion changes (back to the BoxOnPlaneSide method) because the skippi...
[xonotic/darkplaces.git] / r_shadow.c
index 1946a32a44ebea4d3c08148bc40c31bb40a06b80..7f39f3253bb93af21a0a21b1a680fa0f647bcf95 100644 (file)
@@ -501,6 +501,9 @@ void r_shadow_start(void)
                        }
                        if (i & SHADERPERMUTATION_GEFORCEFX)
                        {
+                               // if the extension does not exist, don't try to compile it
+                               if (!gl_support_half_float)
+                                       continue;
                                vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
                                fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
                        }
@@ -730,7 +733,7 @@ int *R_Shadow_ResizeShadowElements(int numtris)
                maxshadowelements = numtris * 24;
                if (shadowelements)
                        Mem_Free(shadowelements);
-               shadowelements = Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
+               shadowelements = (int *)Mem_Alloc(r_shadow_mempool, maxshadowelements * sizeof(int));
        }
        return shadowelements;
 }
@@ -746,8 +749,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
                if (r_shadow_buffer_leaflist)
                        Mem_Free(r_shadow_buffer_leaflist);
                r_shadow_buffer_numleafpvsbytes = numleafpvsbytes;
-               r_shadow_buffer_leafpvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
-               r_shadow_buffer_leaflist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
+               r_shadow_buffer_leafpvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+               r_shadow_buffer_leaflist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes * 8 * sizeof(*r_shadow_buffer_leaflist));
        }
        if (r_shadow_buffer_numsurfacepvsbytes < numsurfacepvsbytes)
        {
@@ -756,8 +759,8 @@ static void R_Shadow_EnlargeLeafSurfaceBuffer(int numleafs, int numsurfaces)
                if (r_shadow_buffer_surfacelist)
                        Mem_Free(r_shadow_buffer_surfacelist);
                r_shadow_buffer_numsurfacepvsbytes = numsurfacepvsbytes;
-               r_shadow_buffer_surfacepvs = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
-               r_shadow_buffer_surfacelist = Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
+               r_shadow_buffer_surfacepvs = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+               r_shadow_buffer_surfacelist = (int *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes * 8 * sizeof(*r_shadow_buffer_surfacelist));
        }
 }
 
@@ -771,8 +774,8 @@ void R_Shadow_PrepareShadowMark(int numtris)
                        Mem_Free(shadowmark);
                if (shadowmarklist)
                        Mem_Free(shadowmarklist);
-               shadowmark = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
-               shadowmarklist = Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
+               shadowmark = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmark));
+               shadowmarklist = (int *)Mem_Alloc(r_shadow_mempool, maxshadowmark * sizeof(*shadowmarklist));
                shadowmarkcount = 0;
        }
        shadowmarkcount++;
@@ -799,8 +802,8 @@ int R_Shadow_ConstructShadowVolume(int innumvertices, int innumtris, const int *
                        Mem_Free(vertexupdate);
                if (vertexremap)
                        Mem_Free(vertexremap);
-               vertexupdate = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
-               vertexremap = Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexupdate = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
+               vertexremap = (int *)Mem_Alloc(r_shadow_mempool, maxvertexupdate * sizeof(int));
                vertexupdatenum = 0;
        }
        vertexupdatenum++;
@@ -920,6 +923,7 @@ void R_Shadow_VolumeFromList(int numverts, int numtris, const float *invertex3f,
        if (maxshadowelements < nummarktris * 24)
                R_Shadow_ResizeShadowElements((nummarktris + 256) * 24);
        tris = R_Shadow_ConstructShadowVolume(numverts, numtris, elements, neighbors, invertex3f, &outverts, shadowelements, varray_vertex3f2, projectorigin, projectdistance, nummarktris, marktris);
+       renderstats.lights_dynamicshadowtriangles += tris;
        R_Shadow_RenderVolume(outverts, tris, varray_vertex3f2, shadowelements);
 }
 
@@ -969,6 +973,7 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                Mod_ShadowMesh_AddMesh(r_shadow_mempool, r_shadow_compilingrtlight->static_meshchain_shadow, NULL, NULL, NULL, vertex3f, NULL, NULL, NULL, NULL, numtriangles, element3i);
                return;
        }
+       renderstats.lights_shadowtriangles += numtriangles;
        memset(&m, 0, sizeof(m));
        m.pointer_vertex = vertex3f;
        R_Mesh_State(&m);
@@ -979,15 +984,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte
                qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                R_Mesh_Draw(0, numvertices, numtriangles, element3i);
-               c_rt_shadowmeshes++;
-               c_rt_shadowtris += numtriangles;
                // increment stencil if frontface is behind depthbuffer
                qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
        }
        R_Mesh_Draw(0, numvertices, numtriangles, element3i);
-       c_rt_shadowmeshes++;
-       c_rt_shadowtris += numtriangles;
        GL_LockArrays(0, 0);
 }
 
@@ -1002,7 +1003,7 @@ static void R_Shadow_MakeTextures(void)
        r_shadow_attenscale = r_shadow_lightattenuationscale.value;
 #define ATTEN2DSIZE 64
 #define ATTEN3DSIZE 32
-       data = Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+       data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
        for (y = 0;y < ATTEN2DSIZE;y++)
        {
                for (x = 0;x < ATTEN2DSIZE;x++)
@@ -1073,11 +1074,11 @@ static matrix4x4_t r_shadow_entitytolight;
 static matrix4x4_t r_shadow_entitytoattenuationxyz;
 // this transforms only the Z to S, and T is always 0.5
 static matrix4x4_t r_shadow_entitytoattenuationz;
-// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormod * ent->alpha
 static vec3_t r_shadow_entitylightcolorbase;
-// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_pantscolor * ent->alpha
 static vec3_t r_shadow_entitylightcolorpants;
-// rtlight->color * r_dlightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
+// rtlight->color * r_refdef.lightstylevalue[rtlight->style] / 256 * r_shadow_lightintensityscale.value * ent->colormap_shirtcolor * ent->alpha
 static vec3_t r_shadow_entitylightcolorshirt;
 
 static int r_shadow_lightpermutation;
@@ -1170,7 +1171,7 @@ void R_Shadow_Stage_StencilShadowVolumes(void)
                qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        }
        GL_Clear(GL_STENCIL_BUFFER_BIT);
-       c_rt_clears++;
+       renderstats.lights_clears++;
 }
 
 void R_Shadow_Stage_Lighting(int stenciltest)
@@ -1408,7 +1409,7 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs)
        GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
        //qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
        //qglEnable(GL_SCISSOR_TEST);
-       c_rt_scissored++;
+       renderstats.lights_scissored++;
        return false;
 }
 
@@ -1656,8 +1657,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
                R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-               c_rt_lightmeshes++;
-               c_rt_lighttris += surface->num_triangles;
                GL_LockArrays(0, 0);
        }
 }
@@ -1840,8 +1839,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -1870,8 +1867,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
                        }
                        GL_LockArrays(0, 0);
                }
@@ -1913,8 +1908,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -1953,8 +1946,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -1971,8 +1962,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2011,8 +2000,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2064,8 +2051,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2112,8 +2097,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2130,8 +2113,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                GL_LockArrays(0, 0);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
 
                                memset(&m, 0, sizeof(m));
                                m.pointer_vertex = rsurface_vertex3f;
@@ -2160,8 +2141,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                        {
                                GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                               c_rt_lightmeshes++;
-                               c_rt_lighttris += surface->num_triangles;
                        }
                        GL_LockArrays(0, 0);
                }
@@ -2191,8 +2170,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2205,11 +2182,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
@@ -2227,8 +2200,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2267,8 +2238,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2281,11 +2250,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
@@ -2322,8 +2287,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2336,11 +2299,7 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        // 0.25 * 0.25 = 0.0625 (this is another pass)
                                        // 0.0625 * 0.0625 = 0.00390625 (this is another pass)
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                        GL_LockArrays(0, 0);
 
                                        memset(&m, 0, sizeof(m));
@@ -2366,8 +2325,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                                        GL_LockArrays(0, 0);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
 
                                        memset(&m, 0, sizeof(m));
                                        m.pointer_vertex = rsurface_vertex3f;
@@ -2395,8 +2352,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Dot3(const entity_render_t *en
                                {
                                        GL_Color(bound(0, color2[0], 1), bound(0, color2[1], 1), bound(0, color2[2], 1), 1);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
-                                       c_rt_lightmeshes++;
-                                       c_rt_lighttris += surface->num_triangles;
                                }
                                GL_LockArrays(0, 0);
                        }
@@ -2497,8 +2452,6 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, elements);
                        GL_LockArrays(0, 0);
-                       c_rt_lightmeshes++;
-                       c_rt_lighttris += surface->num_triangles;
                }
        }
 }
@@ -2526,10 +2479,11 @@ void R_Shadow_RenderSurfacesLighting(const entity_render_t *ent, const texture_t
        }
 }
 
-void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int isstatic)
+void R_RTLight_Update(dlight_t *light, int isstatic)
 {
        int j, k;
        float scale;
+       rtlight_t *rtlight = &light->rtlight;
        R_RTLight_Uncompile(rtlight);
        memset(rtlight, 0, sizeof(*rtlight));
 
@@ -2568,7 +2522,7 @@ void R_RTLight_UpdateFromDLight(rtlight_t *rtlight, const dlight_t *light, int i
 
        rtlight->lightmap_cullradius = bound(0, rtlight->radius, 2048.0f);
        rtlight->lightmap_cullradius2 = rtlight->lightmap_cullradius * rtlight->lightmap_cullradius;
-       VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
+       VectorScale(rtlight->color, rtlight->radius * (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * 0.125f, rtlight->lightmap_light);
        rtlight->lightmap_subtract = 1.0f / rtlight->lightmap_cullradius2;
 }
 
@@ -2603,13 +2557,13 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
                model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
                numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
-               data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+               data = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
                rtlight->static_numleafs = numleafs;
                rtlight->static_numleafpvsbytes = numleafpvsbytes;
-               rtlight->static_leaflist = (void *)data;data += sizeof(int) * numleafs;
-               rtlight->static_leafpvs = (void *)data;data += numleafpvsbytes;
+               rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
+               rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
                rtlight->static_numsurfaces = numsurfaces;
-               rtlight->static_surfacelist = (void *)data;data += sizeof(int) * numsurfaces;
+               rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
                if (numleafs)
                        memcpy(rtlight->static_leaflist, r_shadow_buffer_leaflist, rtlight->static_numleafs * sizeof(*rtlight->static_leaflist));
                if (numleafpvsbytes)
@@ -2681,6 +2635,7 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
                        R_Mesh_Matrix(&ent->matrix);
                        for (mesh = rtlight->static_meshchain_shadow;mesh;mesh = mesh->next)
                        {
+                               renderstats.lights_shadowtriangles += mesh->numtriangles;
                                R_Mesh_VertexPointer(mesh->vertex3f);
                                GL_LockArrays(0, mesh->numverts);
                                if (r_shadowstage == R_SHADOWSTAGE_STENCIL)
@@ -2689,15 +2644,11 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
                                        qglCullFace(GL_BACK); // quake is backwards, this culls front faces
                                        qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
                                        R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                                       c_rtcached_shadowmeshes++;
-                                       c_rtcached_shadowtris += mesh->numtriangles;
                                        // increment stencil if frontface is behind depthbuffer
                                        qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
                                        qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
                                }
                                R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i);
-                               c_rtcached_shadowmeshes++;
-                               c_rtcached_shadowtris += mesh->numtriangles;
                                GL_LockArrays(0, 0);
                        }
                }
@@ -2773,7 +2724,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
                return;
 
-       f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
+       f = (rtlight->style >= 0 ? r_refdef.lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
        VectorScale(rtlight->color, f, lightcolor);
        if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
                return;
@@ -2873,7 +2824,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
                return;
 
        R_Shadow_Stage_ActiveLight(rtlight);
-       c_rt_lights++;
+       renderstats.lights++;
 
        usestencil = false;
        if (numshadowentities && (!visible || r_shadow_visiblelighting.integer == 1) && gl_stencil && rtlight->shadow && (rtlight->isstatic ? r_rtworldshadows : r_rtdlightshadows))
@@ -2928,8 +2879,8 @@ void R_ShadowVolumeLighting(qboolean visible)
                        if (light->flags & flag)
                                R_DrawRTLight(&light->rtlight, visible);
        if (r_rtdlight)
-               for (lnum = 0, light = r_dlight;lnum < r_numdlights;lnum++, light++)
-                       R_DrawRTLight(&light->rtlight, visible);
+               for (lnum = 0;lnum < r_refdef.numlights;lnum++)
+                       R_DrawRTLight(&r_refdef.lights[lnum]->rtlight, visible);
 
        R_Shadow_Stage_End();
 }
@@ -3000,7 +2951,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                                        {
                                                cubemapsize = image_width;
                                                // note this clears to black, so unavailable sides are black
-                                               cubemappixels = Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                               cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
                                        }
                                        // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
                                        if (cubemappixels)
@@ -3057,7 +3008,7 @@ void R_Shadow_FreeCubemaps(void)
 dlight_t *R_Shadow_NewWorldLight(void)
 {
        dlight_t *light;
-       light = Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
+       light = (dlight_t *)Mem_Alloc(r_shadow_mempool, sizeof(dlight_t));
        light->next = r_shadow_worldlightchain;
        r_shadow_worldlightchain = light;
        return light;
@@ -3091,7 +3042,7 @@ void R_Shadow_UpdateWorldLight(dlight_t *light, vec3_t origin, vec3_t angles, ve
        light->flags = flags;
        Matrix4x4_CreateFromQuakeEntity(&light->matrix, light->origin[0], light->origin[1], light->origin[2], light->angles[0], light->angles[1], light->angles[2], 1);
 
-       R_RTLight_UpdateFromDLight(&light->rtlight, light, true);
+       R_RTLight_Update(light, true);
 }
 
 void R_Shadow_FreeWorldLight(dlight_t *light)
@@ -3132,7 +3083,7 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
 {
        float intensity;
        const dlight_t *light;
-       light = calldata1;
+       light = (dlight_t *)calldata1;
        intensity = 0.5;
        if (light->selected)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
@@ -3303,7 +3254,7 @@ void R_Shadow_SaveWorldLights(void)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
-                       buf = Mem_Alloc(tempmempool, bufmaxchars);
+                       buf = (char *)Mem_Alloc(tempmempool, bufmaxchars);
                        if (oldbuf)
                        {
                                if (bufchars)