cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
+cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
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_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"};
-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_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when 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_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
+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!"};
cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"};
cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"};
-
-typedef struct r_shadow_bouncegrid_settings_s
-{
- qboolean staticmode;
- qboolean bounceanglediffuse;
- qboolean directionalshading;
- qboolean includedirectlighting;
- float dlightparticlemultiplier;
- qboolean hitmodels;
- float lightradiusscale;
- int maxbounce;
- float particlebounceintensity;
- float particleintensity;
- int photons;
- float spacing[3];
- int stablerandom;
-}
-r_shadow_bouncegrid_settings_t;
-
-r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
-rtexture_t *r_shadow_bouncegridtexture;
-matrix4x4_t r_shadow_bouncegridmatrix;
-vec_t r_shadow_bouncegridintensity;
-qboolean r_shadow_bouncegriddirectional;
-static double r_shadow_bouncegridtime;
-static int r_shadow_bouncegridresolution[3];
-static int r_shadow_bouncegridnumpixels;
-static unsigned char *r_shadow_bouncegridpixels;
-static float *r_shadow_bouncegridhighpixels;
+r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
// note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
#define ATTENTABLESIZE 256
static void r_shadow_start(void)
{
// allocate vertex processing arrays
- r_shadow_bouncegridpixels = NULL;
- r_shadow_bouncegridhighpixels = NULL;
- r_shadow_bouncegridnumpixels = 0;
- r_shadow_bouncegridtexture = NULL;
- r_shadow_bouncegriddirectional = false;
+ 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;
r_shadow_usingdeferredprepass = false;
r_shadow_prepass_width = r_shadow_prepass_height = 0;
+
+ // determine renderpath specific capabilities, we don't need to figure
+ // these out per frame...
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ r_shadow_bouncegrid_state.allowdirectionalshading = true;
+ r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
+ break;
+ case RENDERPATH_GLES2:
+ // for performance reasons, do not use directional shading on GLES devices
+ r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d;
+ break;
+ // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GLES1:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ break;
+ }
}
static void R_Shadow_FreeDeferred(void);
r_shadow_prepass_width = r_shadow_prepass_height = 0;
CHECKGLERROR
- r_shadow_bouncegridtexture = NULL;
- r_shadow_bouncegridpixels = NULL;
- r_shadow_bouncegridhighpixels = NULL;
- r_shadow_bouncegridnumpixels = 0;
- r_shadow_bouncegriddirectional = false;
+ memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
r_shadow_attenuationgradienttexture = NULL;
r_shadow_attenuation2dtexture = NULL;
r_shadow_attenuation3dtexture = NULL;
static void r_shadow_newmap(void)
{
- if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = NULL;
+ if (r_shadow_bouncegrid_state.texture) R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL;
if (r_shadow_lightcorona) R_SkinFrame_MarkUsed(r_shadow_lightcorona);
if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor);
if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight);
Cvar_RegisterVariable(&r_shadow_lightradiusscale);
Cvar_RegisterVariable(&r_shadow_projectdistance);
Cvar_RegisterVariable(&r_shadow_frontsidecasting);
+ Cvar_RegisterVariable(&r_shadow_realtime_world_importlightentitiesfrommap);
Cvar_RegisterVariable(&r_shadow_realtime_dlight);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
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_photons);
- 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_photons);
- 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_maxphotons);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_static_energyperphoton);
Cvar_RegisterVariable(&r_coronas);
Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
Cvar_RegisterVariable(&r_coronas_occlusionquery);
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
-void R_Shadow_UpdateBounceGridTexture(void)
+#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
{
-#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
- dlight_t *light;
- int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
- int bouncecount;
- int hitsupercontentsmask;
- int maxbounce;
- int numpixels;
- int resolution[3];
- int shootparticles;
- int shotparticles;
- int photoncount;
- int tex[3];
- trace_t cliptrace;
- //trace_t cliptrace2;
- //trace_t cliptrace3;
- unsigned char *pixel;
- unsigned char *pixels;
- float *highpixel;
- float *highpixels;
- unsigned int lightindex;
- unsigned int range;
- unsigned int range1;
- unsigned int range2;
- unsigned int seed = (unsigned int)(realtime * 1000.0f);
- vec3_t shotcolor;
- vec3_t baseshotcolor;
- vec3_t surfcolor;
- vec3_t clipend;
- vec3_t clipstart;
- vec3_t clipdiff;
- vec3_t ispacing;
- vec3_t maxs;
- vec3_t mins;
- vec3_t size;
- vec3_t spacing;
- vec3_t lightcolor;
- vec3_t steppos;
- vec3_t stepdelta;
- vec3_t cullmins, cullmaxs;
- vec_t radius;
- vec_t s;
- vec_t lightintensity;
- vec_t photonscaling;
- vec_t photonresidual;
- float m[16];
- float texlerp[2][3];
- float splatcolor[32];
- float pixelweight[8];
- float w;
- int c[4];
- int pixelindex[8];
- int corner;
- int pixelsperband;
- int pixelband;
- int pixelbands;
- int numsteps;
- int step;
- int x, y, z;
- rtlight_t *rtlight;
- r_shadow_bouncegrid_settings_t settings;
- qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
- qboolean allowdirectionalshading = false;
- switch(vid.renderpath)
- {
- case RENDERPATH_GL20:
- allowdirectionalshading = true;
- if (!vid.support.ext_texture_3d)
- return;
- break;
- case RENDERPATH_GLES2:
- // for performance reasons, do not use directional shading on GLES devices
- if (!vid.support.ext_texture_3d)
+ 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;
- break;
- // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them...
- case RENDERPATH_GL11:
- case RENDERPATH_GL13:
- case RENDERPATH_GLES1:
- case RENDERPATH_SOFT:
- case RENDERPATH_D3D9:
- case RENDERPATH_D3D10:
- case RENDERPATH_D3D11:
- return;
}
- r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
+ // 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;
+ int lightindex;
+ int range;
+ dlight_t *light;
+ rtlight_t *rtlight;
+ vec3_t lightcolor;
// see if there are really any lights to render...
if (enable && r_shadow_bouncegrid_static.integer)
}
}
- if (!enable)
- {
- if (r_shadow_bouncegridtexture)
- {
- R_FreeTexture(r_shadow_bouncegridtexture);
- r_shadow_bouncegridtexture = NULL;
- }
- if (r_shadow_bouncegridpixels)
- Mem_Free(r_shadow_bouncegridpixels);
- r_shadow_bouncegridpixels = NULL;
- if (r_shadow_bouncegridhighpixels)
- Mem_Free(r_shadow_bouncegridhighpixels);
- r_shadow_bouncegridhighpixels = NULL;
- r_shadow_bouncegridnumpixels = 0;
- r_shadow_bouncegriddirectional = false;
- return;
- }
+ return enable;
+}
+
+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
- memset(&settings, 0, sizeof(settings));
- settings.staticmode = r_shadow_bouncegrid_static.integer != 0;
- 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) && allowdirectionalshading;
- settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value;
- settings.hitmodels = r_shadow_bouncegrid_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.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.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.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->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 = (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 = (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) / (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.photons = bound(1, settings.photons, 1048576);
- settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
- settings.maxbounce = bound(0, settings.maxbounce, 16);
- settings.spacing[0] = bound(1, settings.spacing[0], 512);
- settings.spacing[1] = bound(1, settings.spacing[1], 512);
- settings.spacing[2] = bound(1, settings.spacing[2], 512);
+ settings->maxphotons = bound(1, settings->maxphotons, 25000000);
+ settings->lightradiusscale = bound(0.0001f, settings->lightradiusscale, 1024.0f);
+ settings->maxbounce = bound(0, settings->maxbounce, 16);
+ settings->spacing[0] = bound(1, settings->spacing[0], 512);
+ settings->spacing[1] = bound(1, settings->spacing[1], 512);
+ settings->spacing[2] = bound(1, settings->spacing[2], 512);
+}
+
+static void R_Shadow_BounceGrid_UpdateSpacing(void)
+{
+ float m[16];
+ int c[4];
+ int resolution[3];
+ int numpixels;
+ vec3_t ispacing;
+ vec3_t maxs;
+ vec3_t mins;
+ vec3_t size;
+ vec3_t spacing;
+ r_shadow_bouncegrid_settings_t *settings = &r_shadow_bouncegrid_state.settings;
// get the spacing values
- spacing[0] = settings.spacing[0];
- spacing[1] = settings.spacing[1];
- spacing[2] = settings.spacing[2];
+ spacing[0] = settings->spacing[0];
+ spacing[1] = settings->spacing[1];
+ spacing[2] = settings->spacing[2];
ispacing[0] = 1.0f / spacing[0];
ispacing[1] = 1.0f / spacing[1];
ispacing[2] = 1.0f / spacing[2];
// calculate texture size enclosing entire world bounds at the spacing
- VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
- VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+ if (r_refdef.scene.worldmodel)
+ {
+ VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
+ VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+ }
+ else
+ {
+ VectorSet(mins, -1048576.0f, -1048576.0f, -1048576.0f);
+ VectorSet(maxs, 1048576.0f, 1048576.0f, 1048576.0f);
+ }
VectorSubtract(maxs, mins, size);
// now we can calculate the resolution we want
c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
// 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);
// recalculate the maxs in case the resolution was not satisfactory
VectorAdd(mins, size, maxs);
- // if all the settings seem identical to the previous update, return
- if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
- return;
-
- // store the new settings
- r_shadow_bouncegridsettings = settings;
-
- pixelbands = settings.directionalshading ? 8 : 1;
- pixelsperband = resolution[0]*resolution[1]*resolution[2];
- numpixels = pixelsperband*pixelbands;
+ // check if this changed the texture size
+ r_shadow_bouncegrid_state.createtexture = !(r_shadow_bouncegrid_state.texture && r_shadow_bouncegrid_state.resolution[0] == resolution[0] && r_shadow_bouncegrid_state.resolution[1] == resolution[1] && r_shadow_bouncegrid_state.resolution[2] == resolution[2] && r_shadow_bouncegrid_state.directional == r_shadow_bouncegrid_state.settings.directionalshading);
+ r_shadow_bouncegrid_state.directional = r_shadow_bouncegrid_state.settings.directionalshading;
+ VectorCopy(mins, r_shadow_bouncegrid_state.mins);
+ VectorCopy(maxs, r_shadow_bouncegrid_state.maxs);
+ VectorCopy(size, r_shadow_bouncegrid_state.size);
+ VectorCopy(spacing, r_shadow_bouncegrid_state.spacing);
+ VectorCopy(ispacing, r_shadow_bouncegrid_state.ispacing);
+ VectorCopy(resolution, r_shadow_bouncegrid_state.resolution);
- // we're going to update the bouncegrid, update the matrix...
- memset(m, 0, sizeof(m));
- m[0] = 1.0f / size[0];
- m[3] = -mins[0] * m[0];
- m[5] = 1.0f / size[1];
- m[7] = -mins[1] * m[5];
- m[10] = 1.0f / size[2];
- m[11] = -mins[2] * m[10];
- m[15] = 1.0f;
- Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
// reallocate pixels for this update if needed...
- if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
+ r_shadow_bouncegrid_state.pixelbands = settings->directionalshading ? 8 : 1;
+ 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)
{
- if (r_shadow_bouncegridtexture)
+ if (r_shadow_bouncegrid_state.texture)
{
- R_FreeTexture(r_shadow_bouncegridtexture);
- r_shadow_bouncegridtexture = NULL;
+ R_FreeTexture(r_shadow_bouncegrid_state.texture);
+ r_shadow_bouncegrid_state.texture = NULL;
}
- r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
- r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
+ r_shadow_bouncegrid_state.numpixels = numpixels;
}
- r_shadow_bouncegridnumpixels = numpixels;
- pixels = r_shadow_bouncegridpixels;
- highpixels = r_shadow_bouncegridhighpixels;
- x = pixelsperband*4;
- for (pixelband = 0;pixelband < pixelbands;pixelband++)
- {
- if (pixelband == 1)
- memset(pixels + pixelband * x, 128, x);
- else
- memset(pixels + pixelband * x, 0, x);
- }
- memset(highpixels, 0, numpixels * sizeof(float[4]));
- // figure out what we want to interact with
- if (settings.hitmodels)
- hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
- else
- hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
- maxbounce = settings.maxbounce;
- // clear variables that produce warnings otherwise
- memset(splatcolor, 0, sizeof(splatcolor));
- // iterate world rtlights
- range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
- range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
- range2 = range + range1;
- photoncount = 0;
+
+ // update the bouncegrid matrix to put it in the world properly
+ memset(m, 0, sizeof(m));
+ m[0] = 1.0f / r_shadow_bouncegrid_state.size[0];
+ m[3] = -r_shadow_bouncegrid_state.mins[0] * m[0];
+ m[5] = 1.0f / r_shadow_bouncegrid_state.size[1];
+ m[7] = -r_shadow_bouncegrid_state.mins[1] * m[5];
+ m[10] = 1.0f / r_shadow_bouncegrid_state.size[2];
+ m[11] = -r_shadow_bouncegrid_state.mins[2] * m[10];
+ m[15] = 1.0f;
+ Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m);
+}
+
+#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
+
+// enumerate world rtlights and sum the overall amount of light in the world,
+// from that we can calculate a scaling factor to fairly distribute photons
+// to all the lights
+//
+// this modifies rtlight->photoncolor and rtlight->photons
+static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag, float *photonscaling)
+{
+ float normalphotonscaling;
+ float maxphotonscaling;
+ float photoncount = 0.0f;
+ float lightintensity;
+ float radius;
+ float s;
+ float w;
+ vec3_t cullmins;
+ vec3_t cullmaxs;
+ unsigned int lightindex;
+ dlight_t *light;
+ rtlight_t *rtlight;
for (lightindex = 0;lightindex < range2;lightindex++)
{
if (lightindex < range)
rtlight->photons = 0;
if (!(light->flags & flag))
continue;
- if (settings.staticmode)
+ if (settings->staticmode)
{
// when static, we skip styled lights because they tend to change...
if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
rtlight->photons = 0;
}
// draw only visible lights (major speedup)
- radius = rtlight->radius * settings.lightradiusscale;
+ radius = rtlight->radius * settings->lightradiusscale;
cullmins[0] = rtlight->shadoworigin[0] - radius;
cullmins[1] = rtlight->shadoworigin[1] - radius;
cullmins[2] = rtlight->shadoworigin[2] - radius;
cullmaxs[0] = rtlight->shadoworigin[0] + radius;
cullmaxs[1] = rtlight->shadoworigin[1] + radius;
cullmaxs[2] = rtlight->shadoworigin[2] + radius;
- if (R_CullBox(cullmins, cullmaxs))
- continue;
- if (r_refdef.scene.worldmodel
- && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
- && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
- continue;
w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
- if (w * VectorLength2(rtlight->color) == 0.0f)
+ if (!settings->staticmode)
+ {
+ if (R_CullBox(cullmins, cullmaxs))
+ continue;
+ if (r_refdef.scene.worldmodel
+ && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+ && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+ continue;
+ if (w * VectorLength2(rtlight->color) == 0.0f)
+ continue;
+ }
+ // a light that does not emit any light before style is applied, can be
+ // skipped entirely (it may just be a corona)
+ if (rtlight->radius == 0.0f || VectorLength2(rtlight->color) == 0.0f)
continue;
w *= ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1);
VectorScale(rtlight->color, w, rtlight->photoncolor);
- //if (!VectorLength2(rtlight->photoncolor))
- // continue;
+ // skip lights that will emit no photons
+ if (!VectorLength2(rtlight->photoncolor))
+ 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
s = rtlight->radius;
lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
if (lightindex >= range)
- lightintensity *= settings.dlightparticlemultiplier;
- rtlight->photons = max(0.0f, lightintensity * s * s);
+ lightintensity *= settings->dlightparticlemultiplier;
+ rtlight->photons = bound(0.0f, lightintensity * s * s, MAXBOUNCEGRIDPARTICLESPERLIGHT);
photoncount += rtlight->photons;
+ // if the lightstyle happens to be off right now, we can skip actually
+ // firing the photons, but we did have to count them in the total.
+ //if (VectorLength2(rtlight->photoncolor) == 0.0f)
+ // rtlight->photons = 0;
+ }
+ // 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, 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;
+ 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++)
+ {
+ 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);
+ }
+ }
+ }
+ }
+}
+
+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)
+{
+ 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, bandindex;
+ unsigned int resolution[3];
+ int c[4];
+ VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+ 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;
+ }
+ }
+ }
}
- photonscaling = (float)settings.photons / max(1, photoncount);
- photonresidual = 0.0f;
+
+ // start by clearing the pixels array - we won't be writing to all of it
+ //
+ // 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 = 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;
+ highpixel = highpixels + 4*index;
+ for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+ {
+ // only convert pixels that were hit by photons
+ if (VectorLength2(highpixel))
+ {
+ // normalize the bentnormal now
+ if (pixelbands > 1)
+ {
+ VectorNormalize(highpixel + pixelsperband * 4);
+ highpixel[pixelsperband * 4 + 3] = 1.0f;
+ }
+ // process all of the pixelbands for this pixel
+ for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
+ {
+ 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);
+ }
+ }
+ }
+ }
+ }
+
+ 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 = 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;
+}
+
+static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, float photonscaling, int flag)
+{
+ dlight_t *light;
+ int bouncecount;
+ int hitsupercontentsmask;
+ int maxbounce;
+ int shootparticles;
+ int shotparticles;
+ trace_t cliptrace;
+ //trace_t cliptrace2;
+ //trace_t cliptrace3;
+ unsigned int lightindex;
+ unsigned int seed = (unsigned int)(realtime * 1000.0f);
+ vec3_t shotcolor;
+ vec3_t baseshotcolor;
+ vec3_t surfcolor;
+ vec3_t clipend;
+ vec3_t clipstart;
+ vec3_t clipdiff;
+ vec_t radius;
+ vec_t s;
+ rtlight_t *rtlight;
+
+ // 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)
+ hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK;
+ else
+ hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
+ maxbounce = settings.maxbounce;
+
for (lightindex = 0;lightindex < range2;lightindex++)
{
if (lightindex < range)
}
else
rtlight = r_refdef.scene.lights[lightindex - range];
- // skip a light with no photons
- if (rtlight->photons == 0.0f)
- continue;
- // skip a light with no photon color)
- if (VectorLength2(rtlight->photoncolor) == 0.0f)
- continue;
- photonresidual += rtlight->photons * photonscaling;
- shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
+ // note that this code used to keep track of residual photons and
+ // distribute them evenly to achieve exactly a desired photon count,
+ // but that caused unwanted flickering in dynamic mode
+ shootparticles = (int)floor(rtlight->photons * photonscaling);
+ // skip if we won't be shooting any photons
if (!shootparticles)
continue;
- photonresidual -= shootparticles;
radius = rtlight->radius * settings.lightradiusscale;
s = settings.particleintensity / shootparticles;
VectorScale(rtlight->photoncolor, s, baseshotcolor);
}
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) * 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] - mins[0]) * ispacing[0]) - 0.5f;
- texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f;
- texlerp[1][2] = ((steppos[2] - mins[2]) * 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;
}
}
}
- // generate pixels array from highpixels array
- // skip first and last columns, rows, and layers as these are blank
- // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated
- for (pixelband = 0;pixelband < pixelbands;pixelband++)
+}
+
+void R_Shadow_UpdateBounceGridTexture(void)
+{
+ int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+ r_shadow_bouncegrid_settings_t settings;
+ qboolean enable = false;
+ qboolean settingschanged;
+ unsigned int range; // number of world lights
+ unsigned int range1; // number of dynamic lights (or zero if disabled)
+ unsigned int range2; // range+range1
+ float photonscaling;
+
+ enable = R_Shadow_BounceGrid_CheckEnable(flag);
+
+ R_Shadow_BounceGrid_GenerateSettings(&settings);
+
+ // changing intensity does not require an update
+ r_shadow_bouncegrid_state.intensity = r_shadow_bouncegrid_intensity.value;
+
+ settingschanged = memcmp(&r_shadow_bouncegrid_state.settings, &settings, sizeof(settings)) != 0;
+
+ // when settings change, we free everything as it is just simpler that way.
+ if (settingschanged || !enable)
{
- for (z = 1;z < resolution[2]-1;z++)
+ // not enabled, make sure we free anything we don't need anymore.
+ if (r_shadow_bouncegrid_state.texture)
{
- for (y = 1;y < resolution[1]-1;y++)
- {
- for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4)
- {
- // only convert pixels that were hit by photons
- if (pixel[3] == 255)
- {
- // normalize the bentnormal...
- if (pixelband == 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);
- }
- else
- {
- 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);
- }
- 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);
- }
- }
- }
+ R_FreeTexture(r_shadow_bouncegrid_state.texture);
+ r_shadow_bouncegrid_state.texture = NULL;
}
+ r_shadow_bouncegrid_state.numpixels = 0;
+ r_shadow_bouncegrid_state.directional = false;
+
+ if (!enable)
+ return;
}
- if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading)
- R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
- else
- {
- VectorCopy(resolution, r_shadow_bouncegridresolution);
- r_shadow_bouncegriddirectional = settings.directionalshading;
- if (r_shadow_bouncegridtexture)
- R_FreeTexture(r_shadow_bouncegridtexture);
- r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
- }
- r_shadow_bouncegridtime = realtime;
+
+ // 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_dynamic_updateinterval.value) && !settingschanged)
+ return;
+
+ // store the new settings
+ r_shadow_bouncegrid_state.settings = settings;
+
+ R_Shadow_BounceGrid_UpdateSpacing();
+
+ // get the range of light numbers we'll be looping over:
+ // range = static lights
+ // range1 = dynamic lights (optional)
+ // range2 = range + range1
+ range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
+ range2 = range + range1;
+
+ // 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 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();
}
void R_Shadow_RenderMode_VisibleShadowVolumes(void)
lighttris++;
shadowtris = 0;
- if (rtlight->static_numlighttrispvsbytes)
+ if (rtlight->static_numshadowtrispvsbytes)
for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
shadowtris++;
CHECKGLERROR
// See if we can use the GPU-side method to prevent implicit sync
if (vid.support.arb_query_buffer_object) {
-#define BUFFER_OFFSET(i) ((void*)NULL + (i))
+#define BUFFER_OFFSET(i) ((GLint *)((unsigned char*)NULL + (i)))
if (!r_shadow_occlusion_buf) {
qglGenBuffersARB(1, &r_shadow_occlusion_buf);
qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
return;
strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
R_Shadow_ClearWorldLights();
- R_Shadow_LoadWorldLights();
- if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
+ if (r_shadow_realtime_world_importlightentitiesfrommap.integer <= 1)
+ {
+ R_Shadow_LoadWorldLights();
+ if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
+ R_Shadow_LoadLightsFile();
+ }
+ if (r_shadow_realtime_world_importlightentitiesfrommap.integer >= 1)
{
- R_Shadow_LoadLightsFile();
if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
}