]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Added MSVC++ 2015 projects.
[xonotic/darkplaces.git] / r_shadow.c
index c5f45ed9ee12c411ee6a92183aa13887845cfb50..6e4d9a0c268c66a12f7cf73ce4d1e0a07874d683 100644 (file)
@@ -249,7 +249,6 @@ rtexture_t *r_shadow_shadowmap2ddepthbuffer;
 rtexture_t *r_shadow_shadowmap2ddepthtexture;
 rtexture_t *r_shadow_shadowmapvsdcttexture;
 int r_shadow_shadowmapsize; // changes for each light based on distance
-int r_shadow_shadowmaplod; // changes for each light based on distance
 
 GLuint r_shadow_prepassgeometryfbo;
 GLuint r_shadow_prepasslightingdiffusespecularfbo;
@@ -326,30 +325,36 @@ cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to
 cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
 cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
 cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "1", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
 cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
-cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
-cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
+cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_energyperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_energyperphoton", "10000", "amount of light that one photon should represent"};
+cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
+cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_dynamic_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_stablerandom", "1", "make particle distribution consistent from frame to frame"};
+cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
+cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
+cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
+cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"};
+cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by intensityperphoton"};
-cvar_t r_shadow_bouncegrid_intensityperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_intensityperphoton", "10000", "amount of light that one photon should represent"};
-cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"};
-cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
+cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "1", "width of the light path for accumulation of light in the bouncegrid texture"};
 cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
 cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_energyperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_static_energyperphoton", "10000", "amount of light that one photon should represent in static mode"};
 cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
 cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
 cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
-cvar_t r_shadow_bouncegrid_static_intensityperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_static_intensityperphoton", "1000", "amount of light that one photon should represent in static mode"};
-cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
-cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
-cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
-cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
+cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
@@ -426,7 +431,6 @@ static void R_Shadow_SetShadowMode(void)
        r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0;
        r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer;
        r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16);
-       r_shadow_shadowmaplod = -1;
        r_shadow_shadowmapsize = 0;
        r_shadow_shadowmapsampler = false;
        r_shadow_shadowmappcf = 0;
@@ -531,6 +535,7 @@ static void r_shadow_start(void)
 {
        // allocate vertex processing arrays
        memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
+       r_shadow_bouncegrid_state.maxsplatpaths = 16384;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -540,7 +545,6 @@ static void r_shadow_start(void)
        r_shadow_shadowmapvsdcttexture = NULL;
        r_shadow_shadowmapmaxsize = 0;
        r_shadow_shadowmapsize = 0;
-       r_shadow_shadowmaplod = 0;
        r_shadow_shadowmapfilterquality = -1;
        r_shadow_shadowmapdepthbits = 0;
        r_shadow_shadowmapvsdct = false;
@@ -758,30 +762,36 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_dlightparticlemultiplier);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_hitmodels);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_energyperphoton);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_lightradiusscale);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxphotons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_spacing);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_stablerandom);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_updateinterval);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_x);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_y);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_z);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxphotons);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_intensityperphoton);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_intensityperphoton);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_energyperphoton);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
@@ -2321,6 +2331,108 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
+#define MAXBOUNCEGRIDSPLATSIZE 7
+#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
+
+// these are temporary data per-frame, sorted and performed in a more
+// cache-friendly order than the original photons
+typedef struct r_shadow_bouncegrid_splatpath_s
+{
+       vec3_t point;
+       vec3_t step;
+       vec3_t splatcolor;
+       vec3_t splatdir;
+       vec_t splatintensity;
+       int remainingsplats;
+}
+r_shadow_bouncegrid_splatpath_t;
+
+static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color)
+{
+       int bestaxis;
+       int numsplats;
+       float len;
+       float ilen;
+       vec3_t start;
+       vec3_t end;
+       vec3_t diff;
+       vec3_t originaldir;
+       r_shadow_bouncegrid_splatpath_t *path;
+
+       // cull paths that fail R_CullBox in dynamic mode
+       if (!r_shadow_bouncegrid_state.settings.staticmode
+        && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
+       {
+               vec3_t cullmins, cullmaxs;
+               cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0];
+               cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1];
+               cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2];
+               cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0];
+               cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1];
+               cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2];
+               if (R_CullBox(cullmins, cullmaxs))
+                       return;
+       }
+
+       // if the light path is going upward, reverse it - we always draw down.
+       if (originalend[2] < originalstart[2])
+       {
+               VectorCopy(originalend, start);
+               VectorCopy(originalstart, end);
+       }
+       else
+       {
+               VectorCopy(originalstart, start);
+               VectorCopy(originalend, end);
+       }
+
+       // transform to texture pixels
+       start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
+       start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
+       start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
+       end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
+       end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
+       end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
+
+       // check if we need to grow the splatpaths array
+       if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths)
+       {
+               // double the limit, this will persist from frame to frame so we don't
+               // make the same mistake each time
+               r_shadow_bouncegrid_splatpath_t *newpaths;
+               r_shadow_bouncegrid_state.maxsplatpaths *= 2;
+               newpaths = (r_shadow_bouncegrid_splatpath_t *)R_FrameData_Alloc(sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
+               if (r_shadow_bouncegrid_state.splatpaths)
+                       memcpy(newpaths, r_shadow_bouncegrid_state.splatpaths, r_shadow_bouncegrid_state.numsplatpaths * sizeof(r_shadow_bouncegrid_splatpath_t));
+               r_shadow_bouncegrid_state.splatpaths = newpaths;
+       }
+
+       // divide a series of splats along the length using the maximum axis
+       VectorSubtract(end, start, diff);
+       // pick the best axis to trace along
+       bestaxis = 0;
+       if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis])
+               bestaxis = 1;
+       if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis])
+               bestaxis = 2;
+       len = fabs(diff[bestaxis]);
+       ilen = 1.0f / len;
+       numsplats = (int)(floor(len + 0.5f));
+       // sanity limits
+       numsplats = bound(0, numsplats, 1024);
+
+       VectorSubtract(originalstart, originalend, originaldir);
+       VectorNormalize(originaldir);
+
+       path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++;
+       VectorCopy(start, path->point);
+       VectorScale(diff, ilen, path->step);
+       VectorCopy(color, path->splatcolor);
+       VectorCopy(originaldir, path->splatdir);
+       path->splatintensity = VectorLength(color);
+       path->remainingsplats = numsplats;
+}
+
 static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
 {
        qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
@@ -2357,26 +2469,32 @@ static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
 
 static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t *settings)
 {
+       qboolean s = r_shadow_bouncegrid_static.integer != 0;
+       float spacing = s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value;
+
        // prevent any garbage in alignment padded areas as we'll be using memcmp
        memset(settings, 0, sizeof(*settings)); 
 
        // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
-       settings->staticmode                    = r_shadow_bouncegrid_static.integer != 0;
+       settings->staticmode                    = s;
+       settings->blur                          = r_shadow_bouncegrid_blur.integer != 0;
+       settings->floatcolors                   = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2);
+       settings->lightpathsize                 = bound(1, r_shadow_bouncegrid_lightpathsize.integer, MAXBOUNCEGRIDSPLATSIZE);
        settings->bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
-       settings->directionalshading            = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
-       settings->dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
-       settings->hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
+       settings->directionalshading            = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
+       settings->dlightparticlemultiplier      = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
+       settings->hitmodels                     = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0;
        settings->includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
-       settings->lightradiusscale              = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value);
-       settings->maxbounce                     = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer);
+       settings->lightradiusscale              = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value);
+       settings->maxbounce                     = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer);
        settings->particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
-       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings->directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value);
-       settings->maxphotons                    = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_maxphotons.integer;
-       settings->intensityperphoton            = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_intensityperphoton.integer : r_shadow_bouncegrid_intensityperphoton.integer;
-       settings->spacing[0]                    = r_shadow_bouncegrid_spacing.value;
-       settings->spacing[1]                    = r_shadow_bouncegrid_spacing.value;
-       settings->spacing[2]                    = r_shadow_bouncegrid_spacing.value;
-       settings->stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
+       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings->directionalshading ? 4.0f : 1.0f) / (spacing * spacing);
+       settings->maxphotons                    = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
+       settings->energyperphoton            = s ? r_shadow_bouncegrid_static_energyperphoton.integer : r_shadow_bouncegrid_dynamic_energyperphoton.integer;
+       settings->spacing[0]                    = spacing;
+       settings->spacing[1]                    = spacing;
+       settings->spacing[2]                    = spacing;
+       settings->stablerandom                  = s ? 1 : r_shadow_bouncegrid_dynamic_stablerandom.integer;
 
        // bound the values for sanity
        settings->maxphotons = bound(1, settings->maxphotons, 25000000);
@@ -2446,12 +2564,12 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
 
        // if dynamic we may or may not want to use the world bounds
        // if the dynamic size is smaller than the world bounds, use it instead
-       if (!settings->staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
+       if (!settings->staticmode && (r_shadow_bouncegrid_dynamic_x.integer * r_shadow_bouncegrid_dynamic_y.integer * r_shadow_bouncegrid_dynamic_z.integer < resolution[0] * resolution[1] * resolution[2]))
        {
                // we know the resolution we want
-               c[0] = r_shadow_bouncegrid_x.integer;
-               c[1] = r_shadow_bouncegrid_y.integer;
-               c[2] = r_shadow_bouncegrid_z.integer;
+               c[0] = r_shadow_bouncegrid_dynamic_x.integer;
+               c[1] = r_shadow_bouncegrid_dynamic_y.integer;
+               c[2] = r_shadow_bouncegrid_dynamic_z.integer;
                // now we can calculate the texture size (power of 2 if required)
                c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
                c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
@@ -2495,15 +2613,13 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void)
        r_shadow_bouncegrid_state.pixelsperband = resolution[0]*resolution[1]*resolution[2];
        r_shadow_bouncegrid_state.bytesperband = r_shadow_bouncegrid_state.pixelsperband*4;
        numpixels = r_shadow_bouncegrid_state.pixelsperband*r_shadow_bouncegrid_state.pixelbands;
-       if (r_shadow_bouncegrid_state.numpixels != numpixels || !r_shadow_bouncegrid_state.pixels || !r_shadow_bouncegrid_state.highpixels)
+       if (r_shadow_bouncegrid_state.numpixels != numpixels)
        {
                if (r_shadow_bouncegrid_state.texture)
                {
                        R_FreeTexture(r_shadow_bouncegrid_state.texture);
                        r_shadow_bouncegrid_state.texture = NULL;
                }
-               r_shadow_bouncegrid_state.pixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.pixels, numpixels * sizeof(unsigned char[4]));
-               r_shadow_bouncegrid_state.highpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.highpixels, numpixels * sizeof(float[4]));
                r_shadow_bouncegrid_state.numpixels = numpixels;
        }
 
@@ -2610,97 +2726,398 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
                //if (VectorLength2(rtlight->photoncolor) == 0.0f)
                //      rtlight->photons = 0;
        }
-       // the user provided an intensityperphoton value which we try to use
+       // the user provided an energyperphoton value which we try to use
        // if that results in too many photons to shoot this frame, then we cap it
        // which causes photons to appear/disappear from frame to frame, so we don't
        // like doing that in the typical case
-       normalphotonscaling = 1.0f / max(0.0001f, r_shadow_bouncegrid_intensityperphoton.value);
+       normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton);
        maxphotonscaling = (float)settings->maxphotons / max(1, photoncount);
        *photonscaling = min(normalphotonscaling, maxphotonscaling);
 }
 
+static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
+{
+       r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
+       r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb;
+       // we only really care about sorting by Z
+       if (a->point[2] < b->point[2])
+               return -1;
+       if (a->point[2] > b->point[2])
+               return 1;
+       return 0;
+}
+
 static void R_Shadow_BounceGrid_ClearPixels(void)
 {
+       // clear the highpixels array we'll be accumulating into
+       r_shadow_bouncegrid_state.highpixels = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+}
+
+static void R_Shadow_BounceGrid_PerformSplats(void)
+{
+       int splatsize = r_shadow_bouncegrid_state.settings.lightpathsize;
+       int splatsize1 = splatsize + 1;
+       r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
+       r_shadow_bouncegrid_splatpath_t *splatpath;
+       float *highpixels = r_shadow_bouncegrid_state.highpixels;
+       int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
+       int splatindex;
+       vec3_t steppos;
+       vec3_t stepdelta;
+       vec3_t dir;
+       float texcorner[3];
+       float texlerp[MAXBOUNCEGRIDSPLATSIZE1][3];
+       float splatcolor[32];
+       float boxweight = 1.0f / (splatsize * splatsize * splatsize);
+       int resolution[3];
+       int tex[3];
+       int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
+       int pixelbands = r_shadow_bouncegrid_state.pixelbands;
+       int numsteps;
+       int step;
+
+       // hush warnings about uninitialized data - pixelbands doesn't change but...
+       memset(splatcolor, 0, sizeof(splatcolor));
+
+       // we use this a lot, so get a local copy
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+       // sort the splats before we execute them, to reduce cache misses
+       if (r_shadow_bouncegrid_sortlightpaths.integer)
+               qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
+
+       // the middle row/column/layer of each splat are full intensity
+       for (step = 1;step < splatsize;step++)
+               VectorSet(texlerp[step], 1.0f, 1.0f, 1.0f);
+
+       splatpath = splatpaths;
+       for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++)
+       {
+               // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+               // accumulate average shotcolor
+               VectorCopy(splatpath->splatdir, dir);
+               splatcolor[ 0] = splatpath->splatcolor[0];
+               splatcolor[ 1] = splatpath->splatcolor[1];
+               splatcolor[ 2] = splatpath->splatcolor[2];
+               splatcolor[ 3] = 0.0f;
+               if (pixelbands > 1)
+               {
+                       // store bentnormal in case the shader has a use for it,
+                       // bentnormal is an intensity-weighted average of the directions,
+                       // and will be normalized on conversion to texture pixels.
+                       splatcolor[ 4] = dir[0] * splatpath->splatintensity;
+                       splatcolor[ 5] = dir[1] * splatpath->splatintensity;
+                       splatcolor[ 6] = dir[2] * splatpath->splatintensity;
+                       splatcolor[ 7] = splatpath->splatintensity;
+                       // for each color component (R, G, B) calculate the amount that a
+                       // direction contributes
+                       splatcolor[ 8] = splatcolor[0] * max(0.0f, dir[0]);
+                       splatcolor[ 9] = splatcolor[0] * max(0.0f, dir[1]);
+                       splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]);
+                       splatcolor[11] = 0.0f;
+                       splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]);
+                       splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]);
+                       splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]);
+                       splatcolor[15] = 0.0f;
+                       splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]);
+                       splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]);
+                       splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]);
+                       splatcolor[19] = 0.0f;
+                       // and do the same for negative directions
+                       splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]);
+                       splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]);
+                       splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]);
+                       splatcolor[23] = 0.0f;
+                       splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]);
+                       splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]);
+                       splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]);
+                       splatcolor[27] = 0.0f;
+                       splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]);
+                       splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]);
+                       splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]);
+                       splatcolor[31] = 0.0f;
+               }
+               // calculate the number of steps we need to traverse this distance
+               VectorCopy(splatpath->point, steppos);
+               VectorCopy(splatpath->step, stepdelta);
+               numsteps = splatpath->remainingsplats;
+               for (step = 0;step < numsteps;step++)
+               {
+                       r_refdef.stats[r_stat_bouncegrid_splats]++;
+                       // figure out the min corner of the pixels we'll need to update
+                       texcorner[0] = steppos[0] - (splatsize1 * 0.5f);
+                       texcorner[1] = steppos[1] - (splatsize1 * 0.5f);
+                       texcorner[2] = steppos[2] - (splatsize1 * 0.5f);
+                       tex[0] = (int)floor(texcorner[0]);
+                       tex[1] = (int)floor(texcorner[1]);
+                       tex[2] = (int)floor(texcorner[2]);
+                       // only update if it is within reasonable bounds
+                       if (tex[0] >= 1
+                        && tex[1] >= 1
+                        && tex[2] >= 1
+                        && tex[0] < resolution[0] - splatsize1
+                        && tex[1] < resolution[1] - splatsize1
+                        && tex[2] < resolution[2] - splatsize1)
+                       {
+                               // it is within bounds...  do the real work now
+                               int xi, yi, zi;
+
+                               // calculate the antialiased box edges
+                               texlerp[splatsize][0] = texcorner[0] - tex[0];
+                               texlerp[splatsize][1] = texcorner[1] - tex[1];
+                               texlerp[splatsize][2] = texcorner[2] - tex[2];
+                               texlerp[0][0] = 1.0f - texlerp[splatsize][0];
+                               texlerp[0][1] = 1.0f - texlerp[splatsize][1];
+                               texlerp[0][2] = 1.0f - texlerp[splatsize][2];
+
+                               // accumulate light onto the pixels
+                               for (zi = 0;zi < splatsize1;zi++)
+                               {
+                                       for (yi = 0;yi < splatsize1;yi++)
+                                       {
+                                               int index = ((tex[2]+zi)*resolution[1]+tex[1]+yi)*resolution[0]+tex[0];
+                                               for (xi = 0;xi < splatsize1;xi++, index++)
+                                               {
+                                                       float w = texlerp[xi][0]*texlerp[yi][1]*texlerp[zi][2] * boxweight;
+                                                       int band = 0;
+                                                       float *p = highpixels + 4 * index + band * pixelsperband * 4;
+                                                       for (;band < pixelbands;band++, p += pixelsperband * 4)
+                                                       {
+                                                               // add to the pixel color
+                                                               p[0] += splatcolor[band*4+0] * w;
+                                                               p[1] += splatcolor[band*4+1] * w;
+                                                               p[2] += splatcolor[band*4+2] * w;
+                                                               p[3] += splatcolor[band*4+3] * w;
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+                       VectorAdd(steppos, stepdelta, steppos);
+               }
+       }
+}
+
+static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
+{
+       const float *inpixel;
+       float *outpixel;
+       int pixelbands = r_shadow_bouncegrid_state.pixelbands;
        int pixelband;
-       for (pixelband = 0;pixelband < r_shadow_bouncegrid_state.pixelbands;pixelband++)
+       unsigned int index;
+       unsigned int x, y, z;
+       unsigned int resolution[3];
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+       for (pixelband = 0;pixelband < pixelbands;pixelband++)
        {
-               if (pixelband == 1)
-                       memset(r_shadow_bouncegrid_state.pixels + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband);
-               else
-                       memset(r_shadow_bouncegrid_state.pixels + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband);
+               for (z = 1;z < resolution[2]-1;z++)
+               {
+                       for (y = 1;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               inpixel = inpixels + 4*index;
+                               outpixel = outpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, inpixel += 4, outpixel += 4)
+                               {
+                                       outpixel[0] = (inpixel[0] + inpixel[  off] + inpixel[0-off]) * (1.0f / 3.0);
+                                       outpixel[1] = (inpixel[1] + inpixel[1+off] + inpixel[1-off]) * (1.0f / 3.0);
+                                       outpixel[2] = (inpixel[2] + inpixel[2+off] + inpixel[2-off]) * (1.0f / 3.0);
+                                       outpixel[3] = (inpixel[3] + inpixel[3+off] + inpixel[3-off]) * (1.0f / 3.0);
+                               }
+                       }
+               }
        }
-       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+}
+
+static void R_Shadow_BounceGrid_BlurPixels(void)
+{
+       float *highpixels = r_shadow_bouncegrid_state.highpixels;
+       float *temppixels1 = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       float *temppixels2 = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       unsigned int resolution[3];
+
+       if (!r_shadow_bouncegrid_blur.integer)
+               return;
+       
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+       // blur on X
+       R_Shadow_BounceGrid_BlurPixelsInDirection(highpixels, temppixels1, 4);
+       // blur on Y
+       R_Shadow_BounceGrid_BlurPixelsInDirection(temppixels1, temppixels2, resolution[0] * 4);
+       // blur on Z
+       R_Shadow_BounceGrid_BlurPixelsInDirection(temppixels2, highpixels, resolution[0] * resolution[1] * 4);
 }
 
 static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
 {
-       unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
-       unsigned char *pixel;
+       int floatcolors = r_shadow_bouncegrid_state.settings.floatcolors;
+       unsigned char *pixelsbgra8 = NULL;
+       unsigned char *pixelbgra8;
+       unsigned short *pixelsrgba16f = NULL;
+       unsigned short *pixelrgba16f;
+       float *pixelsrgba32f = NULL;
        float *highpixels = r_shadow_bouncegrid_state.highpixels;
        float *highpixel;
+       float *bandpixel;
+       unsigned int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
        unsigned int pixelbands = r_shadow_bouncegrid_state.pixelbands;
        unsigned int pixelband;
        unsigned int x, y, z;
-       unsigned int index;
+       unsigned int index, bandindex;
        unsigned int resolution[3];
        int c[4];
        VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
-       // generate pixels array from highpixels array
-       //
-       // skip first and last columns, rows, and layers as these are blank
+
+       if (r_shadow_bouncegrid_state.createtexture && r_shadow_bouncegrid_state.texture)
+       {
+               R_FreeTexture(r_shadow_bouncegrid_state.texture);
+               r_shadow_bouncegrid_state.texture = NULL;
+       }
+
+       // if bentnormals exist, we need to normalize and bias them for the shader
+       if (pixelbands > 1)
+       {
+               pixelband = 1;
+               for (z = 0;z < resolution[2]-1;z++)
+               {
+                       for (y = 0;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               highpixel = highpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (highpixel[3] != 0.0f)
+                                               VectorNormalize(highpixel);
+                                       VectorSet(highpixel, highpixel[0] * 0.5f + 0.5f, highpixel[1] * 0.5f + 0.5f, highpixel[2] * 0.5f + 0.5f);
+                                       highpixel[pixelsperband * 4 + 3] = 1.0f;
+                               }
+                       }
+               }
+       }
+
+       // start by clearing the pixels array - we won't be writing to all of it
        //
-       // the pixel[3] value was deliberately written along with highpixels
-       // updates, so we can use it to detect only pixels that need to be
-       // converted, the rest were already memset to neutral values.
-       for (pixelband = 0;pixelband < pixelbands;pixelband++)
+       // then process only the pixels that have at least some color, skipping
+       // the higher bands for speed on pixels that are black
+       switch (floatcolors)
        {
+       case 0:
+               pixelsbgra8 = (unsigned char *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(unsigned char[4]));
+               for (pixelband = 0;pixelband < pixelbands;pixelband++)
+               {
+                       if (pixelband == 1)
+                               memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband);
+                       else
+                               memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband);
+               }
                for (z = 1;z < resolution[2]-1;z++)
                {
                        for (y = 1;y < resolution[1]-1;y++)
                        {
                                x = 1;
+                               pixelband = 0;
                                index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
-                               pixel = pixels + 4*index;
                                highpixel = highpixels + 4*index;
-                               for (;x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
                                {
                                        // only convert pixels that were hit by photons
-                                       if (pixel[3] == 255)
+                                       if (VectorLength2(highpixel))
                                        {
-                                               // normalize the bentnormal...
-                                               if (pixelband == 1)
+                                               // normalize the bentnormal now
+                                               if (pixelbands > 1)
                                                {
-                                                       VectorNormalize(highpixel);
-                                                       c[0] = (int)(highpixel[0]*128.0f+128.0f);
-                                                       c[1] = (int)(highpixel[1]*128.0f+128.0f);
-                                                       c[2] = (int)(highpixel[2]*128.0f+128.0f);
-                                                       c[3] = (int)(highpixel[3]*128.0f+128.0f);
+                                                       VectorNormalize(highpixel + pixelsperband * 4);
+                                                       highpixel[pixelsperband * 4 + 3] = 1.0f;
                                                }
-                                               else
+                                               // process all of the pixelbands for this pixel
+                                               for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
                                                {
-                                                       c[0] = (int)(highpixel[0]*256.0f);
-                                                       c[1] = (int)(highpixel[1]*256.0f);
-                                                       c[2] = (int)(highpixel[2]*256.0f);
-                                                       c[3] = (int)(highpixel[3]*256.0f);
+                                                       pixelbgra8 = pixelsbgra8 + 4*bandindex;
+                                                       bandpixel = highpixels + 4*bandindex;
+                                                       c[0] = (int)(bandpixel[0]*256.0f);
+                                                       c[1] = (int)(bandpixel[1]*256.0f);
+                                                       c[2] = (int)(bandpixel[2]*256.0f);
+                                                       c[3] = (int)(bandpixel[3]*256.0f);
+                                                       pixelbgra8[2] = (unsigned char)bound(0, c[0], 255);
+                                                       pixelbgra8[1] = (unsigned char)bound(0, c[1], 255);
+                                                       pixelbgra8[0] = (unsigned char)bound(0, c[2], 255);
+                                                       pixelbgra8[3] = (unsigned char)bound(0, c[3], 255);
                                                }
-                                               pixel[2] = (unsigned char)bound(0, c[0], 255);
-                                               pixel[1] = (unsigned char)bound(0, c[1], 255);
-                                               pixel[0] = (unsigned char)bound(0, c[2], 255);
-                                               pixel[3] = (unsigned char)bound(0, c[3], 255);
                                        }
                                }
                        }
                }
-       }
 
-       if (!r_shadow_bouncegrid_state.createtexture)
-               R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
-       else
-       {
-               if (r_shadow_bouncegrid_state.texture)
-                       R_FreeTexture(r_shadow_bouncegrid_state.texture);
-               r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixelsbgra8, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
+       case 1:
+               pixelsrgba16f = (unsigned short *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
+               memset(pixelsrgba16f, 0, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
+               for (z = 1;z < resolution[2]-1;z++)
+               {
+                       for (y = 1;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               pixelband = 0;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               highpixel = highpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (VectorLength2(highpixel))
+                                       {
+                                               // process all of the pixelbands for this pixel
+                                               for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
+                                               {
+                                                       // time to have fun with IEEE 754 bit hacking...
+                                                       union {
+                                                               float f[4];
+                                                               unsigned int raw[4];
+                                                       } u;
+                                                       pixelrgba16f = pixelsrgba16f + 4*bandindex;
+                                                       bandpixel = highpixels + 4*bandindex;
+                                                       VectorCopy4(bandpixel, u.f);
+                                                       VectorCopy4(u.raw, c);
+                                                       // this math supports negative numbers, snaps denormals to zero
+                                                       //pixelrgba16f[0] = (unsigned short)(((c[0] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[0] - 0x38000000) >> 13) & 0x7FFF) | ((c[0] >> 16) & 0x8000));
+                                                       //pixelrgba16f[1] = (unsigned short)(((c[1] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[1] - 0x38000000) >> 13) & 0x7FFF) | ((c[1] >> 16) & 0x8000));
+                                                       //pixelrgba16f[2] = (unsigned short)(((c[2] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[2] - 0x38000000) >> 13) & 0x7FFF) | ((c[2] >> 16) & 0x8000));
+                                                       //pixelrgba16f[3] = (unsigned short)(((c[3] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[3] - 0x38000000) >> 13) & 0x7FFF) | ((c[3] >> 16) & 0x8000));
+                                                       // this math does not support negative
+                                                       pixelrgba16f[0] = (unsigned short)((c[0] < 0x38000000) ? 0 : ((c[0] - 0x38000000) >> 13));
+                                                       pixelrgba16f[1] = (unsigned short)((c[1] < 0x38000000) ? 0 : ((c[1] - 0x38000000) >> 13));
+                                                       pixelrgba16f[2] = (unsigned short)((c[2] < 0x38000000) ? 0 : ((c[2] - 0x38000000) >> 13));
+                                                       pixelrgba16f[3] = (unsigned short)((c[3] < 0x38000000) ? 0 : ((c[3] - 0x38000000) >> 13));
+                                               }
+                                       }
+                               }
+                       }
+               }
+
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba16f, TEXTYPE_COLORBUFFER16F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
+       case 2:
+               // our native format happens to match, so this is easy.
+               pixelsrgba32f = highpixels;
+
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba32f, TEXTYPE_COLORBUFFER32F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
        }
+
        r_shadow_bouncegrid_state.lastupdatetime = realtime;
 }
 
@@ -2712,15 +3129,9 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
        int maxbounce;
        int shootparticles;
        int shotparticles;
-       int resolution[3];
-       int tex[3];
        trace_t cliptrace;
        //trace_t cliptrace2;
        //trace_t cliptrace3;
-       unsigned char *pixel;
-       unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
-       float *highpixel;
-       float *highpixels = r_shadow_bouncegrid_state.highpixels;
        unsigned int lightindex;
        unsigned int seed = (unsigned int)(realtime * 1000.0f);
        vec3_t shotcolor;
@@ -2729,23 +3140,13 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
        vec3_t clipend;
        vec3_t clipstart;
        vec3_t clipdiff;
-       vec3_t steppos;
-       vec3_t stepdelta;
        vec_t radius;
        vec_t s;
-       float texlerp[2][3];
-       float splatcolor[32];
-       float pixelweight[8];
-       float w;
-       int pixelindex[8];
-       int corner;
-       int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
-       int pixelband;
-       int pixelbands = r_shadow_bouncegrid_state.pixelbands;
-       int numsteps;
-       int step;
        rtlight_t *rtlight;
-       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+       // we'll need somewhere to store these
+       r_shadow_bouncegrid_state.numsplatpaths = 0;
+       r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)R_FrameData_Alloc(sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
 
        // figure out what we want to interact with
        if (settings.hitmodels)
@@ -2753,8 +3154,6 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
        else
                hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
        maxbounce = settings.maxbounce;
-       // clear variables that produce warnings otherwise
-       memset(splatcolor, 0, sizeof(splatcolor));
 
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
@@ -2807,108 +3206,9 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                                }
                                if (bouncecount > 0 || settings.includedirectlighting)
                                {
-                                       // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
-                                       // accumulate average shotcolor
-                                       w = VectorLength(shotcolor);
-                                       splatcolor[ 0] = shotcolor[0];
-                                       splatcolor[ 1] = shotcolor[1];
-                                       splatcolor[ 2] = shotcolor[2];
-                                       splatcolor[ 3] = 0.0f;
-                                       if (pixelbands > 1)
-                                       {
-                                               VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
-                                               VectorNormalize(clipdiff);
-                                               // store bentnormal in case the shader has a use for it
-                                               splatcolor[ 4] = clipdiff[0] * w;
-                                               splatcolor[ 5] = clipdiff[1] * w;
-                                               splatcolor[ 6] = clipdiff[2] * w;
-                                               splatcolor[ 7] = w;
-                                               // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
-                                               splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
-                                               splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
-                                               splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
-                                               splatcolor[11] = 0.0f;
-                                               splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
-                                               splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
-                                               splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
-                                               splatcolor[15] = 0.0f;
-                                               splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
-                                               splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
-                                               splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
-                                               splatcolor[19] = 0.0f;
-                                               splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
-                                               splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
-                                               splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
-                                               splatcolor[23] = 0.0f;
-                                               splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
-                                               splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
-                                               splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
-                                               splatcolor[27] = 0.0f;
-                                               splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
-                                               splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
-                                               splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
-                                               splatcolor[31] = 0.0f;
-                                       }
-                                       // calculate the number of steps we need to traverse this distance
-                                       VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
-                                       numsteps = (int)(VectorLength(stepdelta) * r_shadow_bouncegrid_state.ispacing[0]);
-                                       numsteps = bound(1, numsteps, 1024);
-                                       w = 1.0f / numsteps;
-                                       VectorScale(stepdelta, w, stepdelta);
-                                       VectorMA(clipstart, 0.5f, stepdelta, steppos);
-                                       for (step = 0;step < numsteps;step++)
-                                       {
-                                               r_refdef.stats[r_stat_bouncegrid_splats]++;
-                                               // figure out which texture pixel this is in
-                                               texlerp[1][0] = ((steppos[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0]) - 0.5f;
-                                               texlerp[1][1] = ((steppos[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1]) - 0.5f;
-                                               texlerp[1][2] = ((steppos[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2]) - 0.5f;
-                                               tex[0] = (int)floor(texlerp[1][0]);
-                                               tex[1] = (int)floor(texlerp[1][1]);
-                                               tex[2] = (int)floor(texlerp[1][2]);
-                                               if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
-                                               {
-                                                       // it is within bounds...  do the real work now
-                                                       // calculate the lerp factors
-                                                       texlerp[1][0] -= tex[0];
-                                                       texlerp[1][1] -= tex[1];
-                                                       texlerp[1][2] -= tex[2];
-                                                       texlerp[0][0] = 1.0f - texlerp[1][0];
-                                                       texlerp[0][1] = 1.0f - texlerp[1][1];
-                                                       texlerp[0][2] = 1.0f - texlerp[1][2];
-                                                       // calculate individual pixel indexes and weights
-                                                       pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
-                                                       pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
-                                                       pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
-                                                       pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
-                                                       pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
-                                                       pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
-                                                       pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
-                                                       pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
-                                                       // update the 8 pixels...
-                                                       for (pixelband = 0;pixelband < pixelbands;pixelband++)
-                                                       {
-                                                               for (corner = 0;corner < 8;corner++)
-                                                               {
-                                                                       // calculate address for pixel
-                                                                       w = pixelweight[corner];
-                                                                       pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
-                                                                       highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
-                                                                       // add to the high precision pixel color
-                                                                       highpixel[0] += (splatcolor[pixelband*4+0]*w);
-                                                                       highpixel[1] += (splatcolor[pixelband*4+1]*w);
-                                                                       highpixel[2] += (splatcolor[pixelband*4+2]*w);
-                                                                       highpixel[3] += (splatcolor[pixelband*4+3]*w);
-                                                                       // flag the low precision pixel as needing to be updated
-                                                                       pixel[3] = 255;
-                                                                       // advance to next band of coefficients
-                                                                       //pixel += pixelsperband*4;
-                                                                       //highpixel += pixelsperband*4;
-                                                               }
-                                                       }
-                                               }
-                                               VectorAdd(steppos, stepdelta, steppos);
-                                       }
+                                       vec3_t hitpos;
+                                       VectorCopy(cliptrace.endpos, hitpos);
+                                       R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor);
                                }
                                if (cliptrace.fraction >= 1.0f)
                                        break;
@@ -2984,12 +3284,6 @@ void R_Shadow_UpdateBounceGridTexture(void)
                        R_FreeTexture(r_shadow_bouncegrid_state.texture);
                        r_shadow_bouncegrid_state.texture = NULL;
                }
-               if (r_shadow_bouncegrid_state.pixels)
-                       Mem_Free(r_shadow_bouncegrid_state.pixels);
-               r_shadow_bouncegrid_state.pixels = NULL;
-               if (r_shadow_bouncegrid_state.highpixels)
-                       Mem_Free(r_shadow_bouncegrid_state.highpixels);
-               r_shadow_bouncegrid_state.highpixels = NULL;
                r_shadow_bouncegrid_state.numpixels = 0;
                r_shadow_bouncegrid_state.directional = false;
 
@@ -2998,7 +3292,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
        }
 
        // if all the settings seem identical to the previous update, return
-       if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_updateinterval.value) && !settingschanged)
+       if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged)
                return;
 
        // store the new settings
@@ -3017,15 +3311,19 @@ void R_Shadow_UpdateBounceGridTexture(void)
        // calculate weighting factors for distributing photons among the lights
        R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag, &photonscaling);
 
-       // clear the pixels[] and highpixels[] arrays, it is important that we
-       // clear pixels[] now because we do tricks with marking pixels as needing
-       // conversion, even though the source of truth data is in highpixels[]
-       R_Shadow_BounceGrid_ClearPixels();
-
        // trace the photons from lights and accumulate illumination
        R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, photonscaling, flag);
 
-       // convert the pixels that were marked and upload the texture
+       // clear the texture
+       R_Shadow_BounceGrid_ClearPixels();
+       
+       // accumulate the light splatting into texture
+       R_Shadow_BounceGrid_PerformSplats();
+
+       // apply a mild blur filter to the texture
+       R_Shadow_BounceGrid_BlurPixels();
+
+       // convert the pixels to lower precision and upload the texture
        R_Shadow_BounceGrid_ConvertPixelsAndUpload();
 }
 
@@ -4372,11 +4670,6 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                matrix4x4_t radiustolight = rtlight->matrix_worldtolight;
                Matrix4x4_Abs(&radiustolight);
 
-               r_shadow_shadowmaplod = 0;
-               for (i = 1;i < R_SHADOW_SHADOWMAP_NUMCUBEMAPS;i++)
-                       if ((r_shadow_shadowmapmaxsize >> i) > lodlinear)
-                               r_shadow_shadowmaplod = i;
-
                size = bound(r_shadow_shadowmapborder, lodlinear, r_shadow_shadowmapmaxsize);
                        
                borderbias = r_shadow_shadowmapborder / (float)(size - r_shadow_shadowmapborder);
@@ -4420,7 +4713,7 @@ static void R_Shadow_DrawLight(rtlight_t *rtlight)
                                castermask |= (entitysides_noselfshadow[i] = R_Shadow_CalcEntitySideMask(shadowentities_noselfshadow[i], &rtlight->matrix_worldtolight, &radiustolight, borderbias)); 
                }
 
-               //Con_Printf("distance %f lodlinear %i (lod %i) size %i\n", distance, lodlinear, r_shadow_shadowmaplod, size);
+               //Con_Printf("distance %f lodlinear %i size %i\n", distance, lodlinear, size);
 
                // render shadow casters into 6 sided depth texture
                for (side = 0;side < 6;side++) if (receivermask & (1 << side))