qboolean directionalshading;
qboolean includedirectlighting;
qboolean blur;
+ qboolean normalizevectors;
int floatcolors;
float dlightparticlemultiplier;
qboolean hitmodels;
float lightradiusscale;
int maxbounce;
- int lightpathsize;
+ float lightpathsize_initial;
+ float lightpathsize_conespread;
float particlebounceintensity;
float particleintensity;
int maxphotons;
float energyperphoton;
float spacing[3];
- int stablerandom;
+ int rng_type;
+ int rng_seed;
+ float bounceminimumintensity2;
}
r_shadow_bouncegrid_settings_t;
// per-frame data that is very temporary
int numsplatpaths;
struct r_shadow_bouncegrid_splatpath_s *splatpaths;
- float *highpixels;
+ int highpixels_index; // which one is active - this toggles when doing blur
+ float *highpixels; // equals blurpixels[highpixels_index]
+ float *blurpixels[2];
+ unsigned char *u8pixels; // temporary processing buffer when outputting to rgba8 format
+ unsigned short *fp16pixels; // temporary processing buffer when outputting to rgba16f format
}
r_shadow_bouncegrid_state_t;