]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
eliminated qbyte type, now uses unsigned char throughout the engine for this purpose
[xonotic/darkplaces.git] / r_shadow.c
index 463f6e74e8b23580da13333c6ae44624b4c5476c..680295a4e2d67e526089ec4f72a3fade9e6d177d 100644 (file)
@@ -174,11 +174,11 @@ int *vertexremap;
 int vertexupdatenum;
 
 int r_shadow_buffer_numleafpvsbytes;
-qbyte *r_shadow_buffer_leafpvs;
+unsigned char *r_shadow_buffer_leafpvs;
 int *r_shadow_buffer_leaflist;
 
 int r_shadow_buffer_numsurfacepvsbytes;
-qbyte *r_shadow_buffer_surfacepvs;
+unsigned char *r_shadow_buffer_surfacepvs;
 int *r_shadow_buffer_surfacelist;
 
 rtexturepool_t *r_shadow_texturepool;
@@ -297,11 +297,11 @@ const char *builtinshader_light_vert =
 "\n"
 "varying vec2 TexCoord;\n"
 "varying myhvec3 CubeVector;\n"
-"varying myhvec3 LightVector;\n"
+"varying vec3 LightVector;\n"
 "\n"
 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
 "uniform vec3 EyePosition;\n"
-"varying myhvec3 EyeVector;\n"
+"varying vec3 EyeVector;\n"
 "#endif\n"
 "\n"
 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
@@ -385,9 +385,9 @@ const char *builtinshader_light_frag =
 "\n"
 "varying vec2 TexCoord;\n"
 "varying myhvec3 CubeVector;\n"
-"varying myhvec3 LightVector;\n"
+"varying vec3 LightVector;\n"
 "#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
-"varying myhvec3 EyeVector;\n"
+"varying vec3 EyeVector;\n"
 "#endif\n"
 "\n"
 "void main(void)\n"
@@ -762,7 +762,7 @@ 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 = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numleafpvsbytes);
+               r_shadow_buffer_leafpvs = (unsigned char *)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)
@@ -772,7 +772,7 @@ 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 = (qbyte *)Mem_Alloc(r_shadow_mempool, r_shadow_buffer_numsurfacepvsbytes);
+               r_shadow_buffer_surfacepvs = (unsigned char *)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));
        }
 }
@@ -1009,14 +1009,14 @@ static void R_Shadow_MakeTextures(void)
 {
        int x, y, z, d;
        float v[3], intensity;
-       qbyte *data;
+       unsigned char *data;
        R_FreeTexturePool(&r_shadow_texturepool);
        r_shadow_texturepool = R_AllocTexturePool();
        r_shadow_attenpower = r_shadow_lightattenuationpower.value;
        r_shadow_attenscale = r_shadow_lightattenuationscale.value;
 #define ATTEN2DSIZE 64
 #define ATTEN3DSIZE 32
-       data = (qbyte *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
+       data = (unsigned char *)Mem_Alloc(tempmempool, max(ATTEN3DSIZE*ATTEN3DSIZE*ATTEN3DSIZE*4, ATTEN2DSIZE*ATTEN2DSIZE*4));
        for (y = 0;y < ATTEN2DSIZE;y++)
        {
                for (x = 0;x < ATTEN2DSIZE;x++)
@@ -1223,8 +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);
@@ -1234,10 +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])
@@ -1251,7 +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
@@ -1432,105 +1431,102 @@ extern float *rsurface_tvector3f;
 extern float *rsurface_normal3f;
 extern void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg);
 
-static void R_Shadow_VertexShadingWithXYZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
+static void R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce, const vec3_t modelorg)
 {
        int numverts = surface->num_vertices;
        float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
        float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
        float *color4f = varray_color4f + 4 * surface->num_firstvertex;
        float dist, dot, distintensity, shadeintensity, v[3], n[3];
-       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       if (r_textureunits.integer >= 3)
        {
-               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-               if ((dist = DotProduct(v, v)) < 1)
+               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                {
-                       dist = sqrt(dist);
-                       distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
                        Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
                        if ((dot = DotProduct(n, v)) > 0)
                        {
                                shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
-                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
-                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
+                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
+                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
+                               if (fogenabled)
+                               {
+                                       float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                                       VectorScale(color4f, f, color4f);
+                               }
                        }
                        else
-                       {
-                               color4f[0] = ambientcolor[0] * distintensity - reduce;
-                               color4f[1] = ambientcolor[1] * distintensity - reduce;
-                               color4f[2] = ambientcolor[2] * distintensity - reduce;
-                       }
-                       color4f[0] = bound(0, color4f[0], 1);
-                       color4f[1] = bound(0, color4f[1], 1);
-                       color4f[2] = bound(0, color4f[2], 1);
+                               VectorClear(color4f);
+                       color4f[3] = 1;
                }
-               else
-                       VectorClear(color4f);
-               color4f[3] = 1;
        }
-}
-
-static void R_Shadow_VertexShadingWithZAttenuation(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
-{
-       int numverts = surface->num_vertices;
-       float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-       float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-       float *color4f = varray_color4f + 4 * surface->num_firstvertex;
-       float dist, dot, distintensity, shadeintensity, v[3], n[3];
-       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       else if (r_textureunits.integer >= 2)
        {
-               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-               if ((dist = fabs(v[2])) < 1)
+               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                {
-                       distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
-                       Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-                       if ((dot = DotProduct(n, v)) > 0)
+                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                       if ((dist = fabs(v[2])) < 1)
                        {
-                               shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                               color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
-                               color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
-                               color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+                               distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+                               if ((dot = DotProduct(n, v)) > 0)
+                               {
+                                       shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+                               }
+                               else
+                               {
+                                       color4f[0] = ambientcolor[0] * distintensity - reduce;
+                                       color4f[1] = ambientcolor[1] * distintensity - reduce;
+                                       color4f[2] = ambientcolor[2] * distintensity - reduce;
+                               }
+                               if (fogenabled)
+                               {
+                                       float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                                       VectorScale(color4f, f, color4f);
+                               }
                        }
                        else
-                       {
-                               color4f[0] = ambientcolor[0] * distintensity - reduce;
-                               color4f[1] = ambientcolor[1] * distintensity - reduce;
-                               color4f[2] = ambientcolor[2] * distintensity - reduce;
-                       }
-                       color4f[0] = bound(0, color4f[0], 1);
-                       color4f[1] = bound(0, color4f[1], 1);
-                       color4f[2] = bound(0, color4f[2], 1);
+                               VectorClear(color4f);
+                       color4f[3] = 1;
                }
-               else
-                       VectorClear(color4f);
-               color4f[3] = 1;
        }
-}
-
-static void R_Shadow_VertexShading(const msurface_t *surface, const float *diffusecolor, const float *ambientcolor, float reduce)
-{
-       int numverts = surface->num_vertices;
-       float *vertex3f = rsurface_vertex3f + 3 * surface->num_firstvertex;
-       float *normal3f = rsurface_normal3f + 3 * surface->num_firstvertex;
-       float *color4f = varray_color4f + 4 * surface->num_firstvertex;
-       float dot, shadeintensity, v[3], n[3];
-       for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
+       else
        {
-               Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
-               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
-               if ((dot = DotProduct(n, v)) > 0)
+               for (;numverts > 0;numverts--, vertex3f += 3, normal3f += 3, color4f += 4)
                {
-                       shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
-                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) - reduce;
-                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) - reduce;
-                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) - reduce;
-                       color4f[0] = bound(0, color4f[0], 1);
-                       color4f[1] = bound(0, color4f[1], 1);
-                       color4f[2] = bound(0, color4f[2], 1);
+                       Matrix4x4_Transform(&r_shadow_entitytolight, vertex3f, v);
+                       if ((dist = DotProduct(v, v)) < 1)
+                       {
+                               dist = sqrt(dist);
+                               distintensity = pow(1 - dist, r_shadow_attenpower) * r_shadow_attenscale;
+                               Matrix4x4_Transform3x3(&r_shadow_entitytolight, normal3f, n);
+                               if ((dot = DotProduct(n, v)) > 0)
+                               {
+                                       shadeintensity = dot / sqrt(VectorLength2(v) * VectorLength2(n));
+                                       color4f[0] = (ambientcolor[0] + shadeintensity * diffusecolor[0]) * distintensity - reduce;
+                                       color4f[1] = (ambientcolor[1] + shadeintensity * diffusecolor[1]) * distintensity - reduce;
+                                       color4f[2] = (ambientcolor[2] + shadeintensity * diffusecolor[2]) * distintensity - reduce;
+                               }
+                               else
+                               {
+                                       color4f[0] = ambientcolor[0] * distintensity - reduce;
+                                       color4f[1] = ambientcolor[1] * distintensity - reduce;
+                                       color4f[2] = ambientcolor[2] * distintensity - reduce;
+                               }
+                               if (fogenabled)
+                               {
+                                       float f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
+                                       VectorScale(color4f, f, color4f);
+                               }
+                       }
+                       else
+                               VectorClear(color4f);
+                       color4f[3] = 1;
                }
-               else
-                       VectorClear(color4f);
-               color4f[3] = 1;
        }
 }
 
@@ -1629,19 +1625,16 @@ static void R_Shadow_RenderSurfacesLighting_Light_GLSL(const entity_render_t *en
 {
        // ARB2 GLSL shader path (GFFX5200, Radeon 9500)
        int surfacelistindex;
-       qboolean doambientbase = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean dodiffusebase = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
-       qboolean doambientpants = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean dodiffusepants = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
-       qboolean doambientshirt = r_shadow_rtlight->ambientscale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
-       qboolean dodiffuseshirt = r_shadow_rtlight->diffusescale * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
+       qboolean dobase = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) > 0.00001 && basetexture != r_texture_black;
+       qboolean dopants = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.00001 && pantstexture != r_texture_black;
+       qboolean doshirt = (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.00001 && shirttexture != r_texture_black;
        qboolean dospecular = specularscale * VectorLength2(lightcolorbase) > 0.00001 && glosstexture != r_texture_black;
        // TODO: add direct pants/shirt rendering
-       if (doambientpants || dodiffusepants)
+       if (dopants)
                R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
-       if (doambientshirt || dodiffuseshirt)
+       if (doshirt)
                R_Shadow_RenderSurfacesLighting_Light_GLSL(ent, texture, numsurfaces, surfacelist, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, normalmaptexture, r_texture_black, 0, modelorg);
-       if (!doambientbase && !dodiffusebase && !dospecular)
+       if (!dobase && !dospecular)
                return;
        R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
        R_Mesh_TexBind(0, R_GetTexture(normalmaptexture));
@@ -2454,17 +2447,69 @@ static void R_Shadow_RenderSurfacesLighting_Light_Vertex(const entity_render_t *
 #endif
                        }
                }
+               R_Shadow_RenderSurfacesLighting_Light_Vertex_Shading(surface, diffusecolor2, ambientcolor2, 0, modelorg);
                for (renders = 0;renders < 64 && (ambientcolor2[0] > renders || ambientcolor2[1] > renders || ambientcolor2[2] > renders || diffusecolor2[0] > renders || diffusecolor2[1] > renders || diffusecolor2[2] > renders);renders++)
                {
-                       if (r_textureunits.integer >= 3)
-                               R_Shadow_VertexShading(surface, diffusecolor2, ambientcolor2, renders);
-                       else if (r_textureunits.integer >= 2)
-                               R_Shadow_VertexShadingWithZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
-                       else
-                               R_Shadow_VertexShadingWithXYZAttenuation(surface, diffusecolor2, ambientcolor2, renders);
+                       int i;
+                       float *c;
+#if 1
+                       // due to low fillrate on the cards this vertex lighting path is
+                       // designed for, we manually cull all triangles that do not
+                       // contain a lit vertex
+                       int draw;
+                       const int *e;
+                       int newnumtriangles;
+                       int *newe;
+                       int newelements[3072];
+                       draw = false;
+                       newnumtriangles = 0;
+                       newe = newelements;
+                       for (i = 0, e = elements;i < surface->num_triangles;i++, e += 3)
+                       {
+                               if (newnumtriangles >= 1024)
+                               {
+                                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+                                       GL_LockArrays(0, 0);
+                                       newnumtriangles = 0;
+                                       newe = newelements;
+                               }
+                               if (VectorLength2(varray_color4f + e[0] * 4) + VectorLength2(varray_color4f + e[1] * 4) + VectorLength2(varray_color4f + e[2] * 4) >= 0.01)
+                               {
+                                       newe[0] = e[0];
+                                       newe[1] = e[1];
+                                       newe[2] = e[2];
+                                       newnumtriangles++;
+                                       newe += 3;
+                                       draw = true;
+                               }
+                       }
+                       if (newnumtriangles >= 1)
+                       {
+                               GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+                               R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, newnumtriangles, newelements);
+                               GL_LockArrays(0, 0);
+                               draw = true;
+                       }
+                       if (!draw)
+                               break;
+#else
+                       for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                               if (VectorLength2(c))
+                                       goto goodpass;
+                       break;
+goodpass:
                        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);
+#endif
+                       // now reduce the intensity for the next overbright pass
+                       for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+                       {
+                               c[0] = max(0, c[0] - 1);
+                               c[1] = max(0, c[1] - 1);
+                               c[2] = max(0, c[2] - 1);
+                       }
                }
        }
 }
@@ -2546,7 +2591,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
        int shadowmeshes, shadowtris, numleafs, numleafpvsbytes, numsurfaces;
        entity_render_t *ent = r_refdef.worldentity;
        model_t *model = r_refdef.worldmodel;
-       qbyte *data;
+       unsigned char *data;
 
        // compile the light
        rtlight->compiled = true;
@@ -2570,11 +2615,11 @@ 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 = (qbyte *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
+               data = (unsigned char *)Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
                rtlight->static_numleafs = numleafs;
                rtlight->static_numleafpvsbytes = numleafpvsbytes;
                rtlight->static_leaflist = (int *)data;data += sizeof(int) * numleafs;
-               rtlight->static_leafpvs = (qbyte *)data;data += numleafpvsbytes;
+               rtlight->static_leafpvs = (unsigned char *)data;data += numleafpvsbytes;
                rtlight->static_numsurfaces = numsurfaces;
                rtlight->static_surfacelist = (int *)data;data += sizeof(int) * numsurfaces;
                if (numleafs)
@@ -2727,7 +2772,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        vec3_t lightcolor;
        int numleafs, numsurfaces;
        int *leaflist, *surfacelist;
-       qbyte *leafpvs;
+       unsigned char *leafpvs;
        int numlightentities;
        int numshadowentities;
        entity_render_t *lightentities[MAX_EDICTS];
@@ -2938,7 +2983,7 @@ static int componentorder[4] = {0, 1, 2, 3};
 rtexture_t *R_Shadow_LoadCubemap(const char *basename)
 {
        int i, j, cubemapsize;
-       qbyte *cubemappixels, *image_rgba;
+       unsigned char *cubemappixels, *image_rgba;
        rtexture_t *cubemaptexture;
        char name[256];
        // must start 0 so the first loadimagepixels has no requested width/height
@@ -2964,7 +3009,7 @@ rtexture_t *R_Shadow_LoadCubemap(const char *basename)
                                        {
                                                cubemapsize = image_width;
                                                // note this clears to black, so unavailable sides are black
-                                               cubemappixels = (qbyte *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
+                                               cubemappixels = (unsigned char *)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)
@@ -3089,7 +3134,7 @@ 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)
@@ -3102,7 +3147,7 @@ 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)