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!"};
{
// 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;
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);
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;
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;
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;
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)
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++)
{
}
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;
// 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();