]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
converted vertex fogging to use a fogtable array which matches the fog texture
[xonotic/darkplaces.git] / r_shadow.c
index 79725fdeafe92220cd46ad97e77900c9fea83051..3f36eae53f8a1bd05f5ca1fd0e928337490ab379 100644 (file)
@@ -280,10 +280,23 @@ const char *builtinshader_light_vert =
 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
 "// written by Forest 'LordHavoc' Hale\n"
 "\n"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
 "uniform vec3 LightPosition;\n"
 "\n"
 "varying vec2 TexCoord;\n"
-"varying vec3 CubeVector;\n"
+"varying myhvec3 CubeVector;\n"
 "varying vec3 LightVector;\n"
 "\n"
 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
@@ -371,7 +384,7 @@ const char *builtinshader_light_frag =
 "#endif\n"
 "\n"
 "varying vec2 TexCoord;\n"
-"varying vec3 CubeVector;\n"
+"varying myhvec3 CubeVector;\n"
 "varying vec3 LightVector;\n"
 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "varying vec3 EyeVector;\n"
@@ -415,7 +428,7 @@ const char *builtinshader_light_frag =
 "      myhvec3 color = myhvec3(texture2D(Texture_Color, TexCoord)) * (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
 "#ifdef USESPECULAR\n"
 "      myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
-"      color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * (SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower));\n"
+"      color += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
 "#endif\n"
 "\n"
 "#ifdef USECUBEFILTER\n"
@@ -923,6 +936,7 @@ 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);
 }
 
@@ -972,6 +986,7 @@ 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);
@@ -982,15 +997,11 @@ 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);
 }
 
@@ -1076,11 +1087,11 @@ 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;
@@ -1173,7 +1184,7 @@ 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)
@@ -1212,8 +1223,7 @@ void R_Shadow_Stage_Lighting(int stenciltest)
                m.tex[1] = R_GetTexture(r_texture_white); // diffuse
                m.tex[2] = R_GetTexture(r_texture_white); // gloss
                m.texcubemap[3] = R_GetTexture(r_shadow_lightcubemap); // light filter
-               // TODO: support fog (after renderer is converted to texture fog)
-               m.tex[4] = R_GetTexture(r_texture_white); // fog
+               m.tex[4] = R_GetTexture(r_texture_fogattenuation); // fog
                //m.texmatrix[3] = r_shadow_entitytolight; // light filter matrix
                R_Mesh_State(&m);
                GL_BlendFunc(GL_ONE, GL_ONE);
@@ -1223,10 +1233,10 @@ void R_Shadow_Stage_Lighting(int stenciltest)
                // only add a feature to the permutation if that permutation exists
                // (otherwise it might end up not using a shader at all, which looks
                // worse than using less features)
+               if (fogenabled && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
+                       r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
                if (r_shadow_rtlight->specularscale && r_shadow_gloss.integer >= 1 && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SPECULAR])
                        r_shadow_lightpermutation |= SHADERPERMUTATION_SPECULAR;
-               //if (fog && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_FOG])
-               //      r_shadow_lightpermutation |= SHADERPERMUTATION_FOG;
                if (r_shadow_lightcubemap != r_texture_whitecube && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_CUBEFILTER])
                        r_shadow_lightpermutation |= SHADERPERMUTATION_CUBEFILTER;
                if (r_shadow_glsl_offsetmapping.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_OFFSETMAPPING])
@@ -1240,7 +1250,7 @@ void R_Shadow_Stage_Lighting(int stenciltest)
                // TODO: support fog (after renderer is converted to texture fog)
                if (r_shadow_lightpermutation & SHADERPERMUTATION_FOG)
                {
-                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), 0);CHECKGLERROR
+                       qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "FogRangeRecip"), fograngerecip);CHECKGLERROR
                }
                qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "AmbientScale"), r_shadow_rtlight->ambientscale);CHECKGLERROR
                qglUniform1fARB(qglGetUniformLocationARB(r_shadow_lightprog, "DiffuseScale"), r_shadow_rtlight->diffusescale);CHECKGLERROR
@@ -1411,7 +1421,7 @@ 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;
 }
 
@@ -1659,8 +1669,6 @@ 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);
        }
 }
@@ -1843,8 +1851,6 @@ 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;
@@ -1873,8 +1879,6 @@ 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);
                }
@@ -1916,8 +1920,6 @@ 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;
@@ -1956,8 +1958,6 @@ 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;
@@ -1974,8 +1974,6 @@ 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;
@@ -2014,8 +2012,6 @@ 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;
@@ -2067,8 +2063,6 @@ 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;
@@ -2115,8 +2109,6 @@ 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;
@@ -2133,8 +2125,6 @@ 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;
@@ -2163,8 +2153,6 @@ 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);
                }
@@ -2194,8 +2182,6 @@ 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;
@@ -2208,11 +2194,7 @@ 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));
@@ -2230,8 +2212,6 @@ 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;
@@ -2270,8 +2250,6 @@ 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;
@@ -2284,11 +2262,7 @@ 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));
@@ -2325,8 +2299,6 @@ 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;
@@ -2339,11 +2311,7 @@ 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));
@@ -2369,8 +2337,6 @@ 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;
@@ -2398,8 +2364,6 @@ 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);
                        }
@@ -2500,8 +2464,6 @@ 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;
                }
        }
 }
@@ -2529,10 +2491,11 @@ 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));
 
@@ -2571,7 +2534,7 @@ 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;
 }
 
@@ -2684,6 +2647,7 @@ 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)
@@ -2692,15 +2656,11 @@ 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);
                        }
                }
@@ -2776,7 +2736,7 @@ 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;
@@ -2876,7 +2836,7 @@ 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))
@@ -2931,8 +2891,8 @@ 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();
 }
@@ -3094,7 +3054,7 @@ 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)
@@ -3128,7 +3088,7 @@ void R_Shadow_SelectLight(dlight_t *light)
 void R_Shadow_DrawCursorCallback(const void *calldata1, int calldata2)
 {
        float scale = r_editlights_cursorgrid.value * 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[0], false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
+       R_DrawSprite(GL_ONE, GL_ONE, lighttextures[0], NULL, false, r_editlights_cursorlocation, r_viewright, r_viewup, scale, -scale, -scale, scale, 1, 1, 1, 0.5f);
 }
 
 void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
@@ -3141,7 +3101,7 @@ void R_Shadow_DrawLightSpriteCallback(const void *calldata1, int calldata2)
                intensity = 0.75 + 0.25 * sin(realtime * M_PI * 4.0);
        if (!light->shadow)
                intensity *= 0.5f;
-       R_DrawSprite(GL_SRC_ALPHA, GL_ONE, lighttextures[calldata2], false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
+       R_DrawSprite(GL_ONE, GL_ONE, lighttextures[calldata2], NULL, false, light->origin, r_viewright, r_viewup, 8, -8, -8, 8, intensity, intensity, intensity, 0.5);
 }
 
 void R_Shadow_DrawLightSprites(void)