]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Refactored r_shadow_bouncegrid light splatting code, it now makes an
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 27 Aug 2016 19:34:06 +0000 (19:34 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 27 Aug 2016 19:34:06 +0000 (19:34 +0000)
array of light paths and then performs their splatting in a separate
step with an optional sort.

Implemented culling of out-of-view light paths in dynamic mode.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12275 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c
r_shadow.h

index c5f45ed9ee12c411ee6a92183aa13887845cfb50..7c98997df487a6bc89e2b72ebabb1e5608f1c2e1 100644 (file)
@@ -350,6 +350,8 @@ cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_upd
 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_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_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_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_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!"};
@@ -531,6 +533,7 @@ 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;
@@ -782,6 +785,8 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_culllightpaths);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
@@ -2321,6 +2326,105 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
+// 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_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;
@@ -2632,6 +2736,168 @@ static void R_Shadow_BounceGrid_ClearPixels(void)
        memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
 }
 
+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_PerformSplats(void)
+{
+       r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
+       r_shadow_bouncegrid_splatpath_t *splatpath;
+       unsigned char *pixel;
+       unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
+       float *highpixel;
+       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 texlerp[2][3];
+       float splatcolor[32];
+       float pixelweight[8];
+       float w;
+       int resolution[3];
+       int tex[3];
+       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;
+       
+       // 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);
+       
+       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 which texture pixels this is in
+                       texlerp[1][0] = steppos[0] - 0.5f;
+                       texlerp[1][1] = steppos[1] - 0.5f;
+                       texlerp[1][2] = steppos[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);
+               }
+       }
+}
+
 static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
 {
        unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
@@ -2712,15 +2978,9 @@ 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 +2989,13 @@ 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 +3003,6 @@ 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 +3055,9 @@ 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;
@@ -3017,13 +3166,16 @@ void R_Shadow_UpdateBounceGridTexture(void)
        // calculate weighting factors for distributing photons among the lights
        R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag, &photonscaling);
 
+       // trace the photons from lights and accumulate illumination
+       R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, photonscaling, flag);
+
        // 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);
+       // sort and accumulate the light splatting in the texture
+       R_Shadow_BounceGrid_PerformSplats();
 
        // convert the pixels that were marked and upload the texture
        R_Shadow_BounceGrid_ConvertPixelsAndUpload();
index 9c74aed120eb3a0184df4915e49184d58e4488de..da476484e4f8c1774216393e4abf6861e8fd6258 100644 (file)
@@ -80,6 +80,11 @@ typedef struct r_shadow_bouncegrid_state_s
        vec3_t mins;
        vec3_t maxs;
        vec3_t size;
+       int maxsplatpaths;
+
+       // per-frame data that is very temporary
+       int numsplatpaths;
+       struct r_shadow_bouncegrid_splatpath_s *splatpaths;
 }
 r_shadow_bouncegrid_state_t;