+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ rtlight = &light->rtlight;
+ }
+ else
+ rtlight = r_refdef.scene.lights[lightindex - range];
+ // draw only visible lights (major speedup)
+ if (!rtlight->draw)
+ continue;
+ VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
+ }
+ if (!VectorLength2(lightcolor))
+ continue;
+ // shoot particles from this light
+ // use a calculation for the number of particles that will not
+ // vary with lightstyle, otherwise we get randomized particle
+ // distribution, the seeded random is only consistent for a
+ // consistent number of particles on this light...
+ radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
+ s = rtlight->radius;
+ lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+ if (lightindex >= range)
+ lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+ photoncount += max(0.0f, lightintensity * s * s);
+ }
+ photonscaling = bound(1, r_shadow_bouncegrid_photons.value, 1048576) / max(1, photoncount);
+ photonresidual = 0.0f;
+ for (lightindex = 0;lightindex < range2;lightindex++)
+ {
+ if (isstatic)
+ {
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light || !(light->flags & flag))
+ continue;
+ rtlight = &light->rtlight;
+ // when static, we skip styled lights because they tend to change...
+ if (rtlight->style > 0)
+ continue;
+ VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
+ }
+ else
+ {
+ if (lightindex < range)
+ {
+ light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ rtlight = &light->rtlight;
+ }
+ else
+ rtlight = r_refdef.scene.lights[lightindex - range];
+ // draw only visible lights (major speedup)
+ if (!rtlight->draw)
+ continue;
+ VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
+ }
+ if (!VectorLength2(lightcolor))
+ continue;
+ // shoot particles from this light
+ // use a calculation for the number of particles that will not
+ // vary with lightstyle, otherwise we get randomized particle
+ // distribution, the seeded random is only consistent for a
+ // consistent number of particles on this light...
+ radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
+ s = rtlight->radius;
+ lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+ if (lightindex >= range)
+ lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+ photonresidual += lightintensity * s * s * photonscaling;
+ shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
+ if (!shootparticles)
+ continue;
+ photonresidual -= shootparticles;
+ s = r_shadow_bouncegrid_particleintensity.value / shootparticles;
+ VectorScale(lightcolor, s, baseshotcolor);
+ if (VectorLength2(baseshotcolor) == 0.0f)
+ break;
+ r_refdef.stats.bouncegrid_lights++;
+ r_refdef.stats.bouncegrid_particles += shootparticles;
+ for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+ {
+ if (r_shadow_bouncegrid_stablerandom.integer > 0)
+ seed = lightindex * 11937 + shotparticles;
+ VectorCopy(baseshotcolor, shotcolor);
+ VectorCopy(rtlight->shadoworigin, clipstart);
+ if (r_shadow_bouncegrid_stablerandom.integer < 0)
+ VectorRandom(clipend);
+ else
+ VectorCheeseRandom(clipend);
+ VectorMA(clipstart, radius, clipend, clipend);
+ for (bouncecount = 0;;bouncecount++)
+ {
+ r_refdef.stats.bouncegrid_traces++;
+ //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
+ //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
+ cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
+ //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
+ if (cliptrace.fraction >= 1.0f)
+ break;
+ r_refdef.stats.bouncegrid_hits++;
+ if (bouncecount > 0)
+ {
+ r_refdef.stats.bouncegrid_splats++;
+ // figure out which texture pixel this is in
+ texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
+ texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
+ texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
+ 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...
+ splatcolor[0] = shotcolor[2] * 255.0f;
+ splatcolor[1] = shotcolor[1] * 255.0f;
+ splatcolor[2] = shotcolor[0] * 255.0f;
+ // 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 (corner = 0;corner < 8;corner++)
+ {
+ pixel = pixels + 4 * pixelindex[corner];
+ highpixel = highpixels + 3 * pixelindex[corner];
+ // add to the high precision pixel color
+ highpixel[0] += (splatcolor[0]*pixelweight[corner]);
+ highpixel[1] += (splatcolor[1]*pixelweight[corner]);
+ highpixel[2] += (splatcolor[2]*pixelweight[corner]);
+ // flag the low precision pixel as needing to be updated
+ pixel[3] = 255;
+ }
+ }
+ }
+ if (bouncecount >= maxbounce)
+ break;
+ // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
+ // also clamp the resulting color to never add energy, even if the user requests extreme values
+ if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
+ VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
+ else
+ VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
+ VectorScale(surfcolor, r_shadow_bouncegrid_particlebounceintensity.value, surfcolor);
+ surfcolor[0] = min(surfcolor[0], 1.0f);
+ surfcolor[1] = min(surfcolor[1], 1.0f);
+ surfcolor[2] = min(surfcolor[2], 1.0f);
+ VectorMultiply(shotcolor, surfcolor, shotcolor);
+ if (VectorLength2(baseshotcolor) == 0.0f)
+ break;
+ r_refdef.stats.bouncegrid_bounces++;
+ if (r_shadow_bouncegrid_bounceanglediffuse.integer)
+ {
+ // random direction, primarily along plane normal
+ s = VectorDistance(cliptrace.endpos, clipend);
+ if (r_shadow_bouncegrid_stablerandom.integer < 0)
+ VectorRandom(clipend);
+ else
+ VectorCheeseRandom(clipend);
+ VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
+ VectorNormalize(clipend);
+ VectorScale(clipend, s, clipend);
+ }
+ else
+ {
+ // reflect the remaining portion of the line across plane normal
+ VectorSubtract(clipend, cliptrace.endpos, clipdiff);
+ VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
+ }
+ // calculate the new line start and end
+ VectorCopy(cliptrace.endpos, clipstart);
+ VectorAdd(clipstart, clipend, clipend);