]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Refactored r_shadow_bouncegrid code into several functions, changed
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 27 Aug 2016 18:00:00 +0000 (18:00 +0000)
committerRudolf Polzer <divVerent@xonotic.org>
Tue, 29 Nov 2016 18:35:05 +0000 (19:35 +0100)
photon distribution math to make the photons more stable from frame to
frame (in dynamic mode), the number of photons fired is now based on
r_shadow_bouncegrid_intensityperphoton rather than always going for
maximum photons (accordingly r_shadow_bouncegrid_photons has been
renamed maxphotons and will still apply the old logic if it must).

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12274 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=96c5fb3f2bf6068164d1cd425965c0be51b92ea2

gl_rmain.c
r_shadow.c
r_shadow.h

index 58b5e7042535c9618066a98f9156aebb2f44d8db..3d5cf6fcbe606c7e704be37f523426bc626ca37d 100644 (file)
@@ -2415,10 +2415,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+               if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
-                       if (r_shadow_bouncegriddirectional)
+                       if (r_shadow_bouncegrid_state.directional)
                                permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
                }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
@@ -2473,10 +2473,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+               if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
-                       if (r_shadow_bouncegriddirectional)
+                       if (r_shadow_bouncegrid_state.directional)
                                permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
                }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
@@ -2570,10 +2570,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
                }
-               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+               if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
-                       if (r_shadow_bouncegriddirectional)
+                       if (r_shadow_bouncegrid_state.directional)
                                permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
                }
                GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
@@ -2871,8 +2871,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
                if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
                if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
-               if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
-               if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
+               if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
+               if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
 
                if (r_glsl_permutation->tex_Texture_First           >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First            , r_texture_white                                     );
                if (r_glsl_permutation->tex_Texture_Second          >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second           , r_texture_white                                     );
@@ -2916,7 +2916,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                                if (r_glsl_permutation->tex_Texture_CubeProjection  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection    , r_shadow_shadowmapvsdcttexture                      );
                        }
                }
-               if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
+               if (r_glsl_permutation->tex_Texture_BounceGrid  >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
                CHECKGLERROR
                break;
        case RENDERPATH_GL11:
index e267d5f0b207eb9b132683b6d2f9e897d444aed3..c5f45ed9ee12c411ee6a92183aa13887845cfb50 100644 (file)
@@ -336,14 +336,16 @@ cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_l
 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_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by intensityperphoton"};
+cvar_t r_shadow_bouncegrid_intensityperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_intensityperphoton", "10000", "amount of light that one photon should represent"};
 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_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_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_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"};
+cvar_t r_shadow_bouncegrid_static_intensityperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_static_intensityperphoton", "1000", "amount of light that one photon should represent 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"};
@@ -376,35 +378,7 @@ cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1",
 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
@@ -556,11 +530,7 @@ static void R_Shadow_FreeShadowMaps(void)
 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_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -616,6 +586,29 @@ static void r_shadow_start(void)
 
        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);
@@ -632,11 +625,7 @@ static void r_shadow_shutdown(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;
@@ -704,7 +693,7 @@ static void r_shadow_shutdown(void)
 
 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);
@@ -779,14 +768,16 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxphotons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_intensityperphoton);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
        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_static_maxphotons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_intensityperphoton);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
@@ -2330,94 +2321,14 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow
        R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
 }
 
-void R_Shadow_UpdateBounceGridTexture(void)
+static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
 {
-#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
+       qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
+       int lightindex;
+       int range;
        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)
-                       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;
+       vec3_t lightcolor;
 
        // see if there are really any lights to render...
        if (enable && r_shadow_bouncegrid_static.integer)
@@ -2441,61 +2352,73 @@ void R_Shadow_UpdateBounceGridTexture(void)
                }
        }
 
-       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)
+{
+       // 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                    = 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) && r_shadow_bouncegrid_state.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->maxphotons                    = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_maxphotons.integer;
+       settings->intensityperphoton            = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_intensityperphoton.integer : r_shadow_bouncegrid_intensityperphoton.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;
 
        // 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);
@@ -2523,7 +2446,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
 
        // 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_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2]))
        {
                // we know the resolution we want
                c[0] = r_shadow_bouncegrid_x.integer;
@@ -2557,63 +2480,66 @@ void R_Shadow_UpdateBounceGridTexture(void)
        // 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 || !r_shadow_bouncegrid_state.pixels || !r_shadow_bouncegrid_state.highpixels)
        {
-               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_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);
+               r_shadow_bouncegrid_state.pixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.pixels, numpixels * sizeof(unsigned char[4]));
+               r_shadow_bouncegrid_state.highpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.highpixels, numpixels * sizeof(float[4]));
+               r_shadow_bouncegrid_state.numpixels = numpixels;
        }
-       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)
@@ -2626,7 +2552,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
                        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)
@@ -2640,7 +2566,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
                        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;
@@ -2648,7 +2574,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
                cullmaxs[1] = rtlight->shadoworigin[1] + radius;
                cullmaxs[2] = rtlight->shadoworigin[2] + radius;
                w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
-               if (!settings.staticmode)
+               if (!settings->staticmode)
                {
                        if (R_CullBox(cullmins, cullmaxs))
                                continue;
@@ -2665,8 +2591,9 @@ void R_Shadow_UpdateBounceGridTexture(void)
                        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
@@ -2675,16 +2602,160 @@ void R_Shadow_UpdateBounceGridTexture(void)
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
-                       lightintensity *= settings.dlightparticlemultiplier;
+                       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;
+               //if (VectorLength2(rtlight->photoncolor) == 0.0f)
+               //      rtlight->photons = 0;
+       }
+       // the user provided an intensityperphoton 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, r_shadow_bouncegrid_intensityperphoton.value);
+       maxphotonscaling = (float)settings->maxphotons / max(1, photoncount);
+       *photonscaling = min(normalphotonscaling, maxphotonscaling);
+}
+
+static void R_Shadow_BounceGrid_ClearPixels(void)
+{
+       int pixelband;
+       for (pixelband = 0;pixelband < r_shadow_bouncegrid_state.pixelbands;pixelband++)
+       {
+               if (pixelband == 1)
+                       memset(r_shadow_bouncegrid_state.pixels + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband);
+               else
+                       memset(r_shadow_bouncegrid_state.pixels + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband);
+       }
+       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+}
+
+static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
+{
+       unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
+       unsigned char *pixel;
+       float *highpixels = r_shadow_bouncegrid_state.highpixels;
+       float *highpixel;
+       unsigned int pixelbands = r_shadow_bouncegrid_state.pixelbands;
+       unsigned int pixelband;
+       unsigned int x, y, z;
+       unsigned int index;
+       unsigned int resolution[3];
+       int c[4];
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+       // generate pixels array from highpixels array
+       //
+       // skip first and last columns, rows, and layers as these are blank
+       //
+       // the pixel[3] value was deliberately written along with highpixels
+       // updates, so we can use it to detect only pixels that need to be
+       // converted, the rest were already memset to neutral values.
+       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;
+                               pixel = pixels + 4*index;
+                               highpixel = highpixels + 4*index;
+                               for (;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);
+                                       }
+                               }
+                       }
+               }
+       }
+
+       if (!r_shadow_bouncegrid_state.createtexture)
+               R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+       else
+       {
+               if (r_shadow_bouncegrid_state.texture)
+                       R_FreeTexture(r_shadow_bouncegrid_state.texture);
+               r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
        }
-       photonscaling = (float)settings.photons / max(1, photoncount);
-       photonresidual = 0.0f;
+       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;
+       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 baseshotcolor;
+       vec3_t surfcolor;
+       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);
+
+       // 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));
+
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
                if (lightindex < range)
@@ -2696,14 +2767,13 @@ void R_Shadow_UpdateBounceGridTexture(void)
                }
                else
                        rtlight = r_refdef.scene.lights[lightindex - range];
-               // skip a light with no photons
-               if (rtlight->photons == 0.0f)
-                       continue;
-               photonresidual += rtlight->photons * photonscaling;
-               shootparticles = (int)floor(photonresidual);
+               // 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);
@@ -2781,7 +2851,7 @@ void R_Shadow_UpdateBounceGridTexture(void)
                                        }
                                        // calculate the number of steps we need to traverse this distance
                                        VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
-                                       numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
+                                       numsteps = (int)(VectorLength(stepdelta) * r_shadow_bouncegrid_state.ispacing[0]);
                                        numsteps = bound(1, numsteps, 1024);
                                        w = 1.0f / numsteps;
                                        VectorScale(stepdelta, w, stepdelta);
@@ -2790,9 +2860,9 @@ void R_Shadow_UpdateBounceGridTexture(void)
                                        {
                                                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;
+                                               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]);
@@ -2883,56 +2953,80 @@ void R_Shadow_UpdateBounceGridTexture(void)
                        }
                }
        }
-       // 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;
                }
+               if (r_shadow_bouncegrid_state.pixels)
+                       Mem_Free(r_shadow_bouncegrid_state.pixels);
+               r_shadow_bouncegrid_state.pixels = NULL;
+               if (r_shadow_bouncegrid_state.highpixels)
+                       Mem_Free(r_shadow_bouncegrid_state.highpixels);
+               r_shadow_bouncegrid_state.highpixels = 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_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);
+
+       // 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);
+
+       // convert the pixels that were marked and upload the texture
+       R_Shadow_BounceGrid_ConvertPixelsAndUpload();
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
index 907173dc2d15c1e5ff1410fa72faf3dad799cb8a..9c74aed120eb3a0184df4915e49184d58e4488de 100644 (file)
@@ -38,10 +38,52 @@ extern cvar_t gl_ext_separatestencil;
 extern cvar_t gl_ext_stenciltwoside;
 
 // used by shader for bouncegrid feature
-extern rtexture_t *r_shadow_bouncegridtexture;
-extern matrix4x4_t r_shadow_bouncegridmatrix;
-extern vec_t r_shadow_bouncegridintensity;
-extern qboolean r_shadow_bouncegriddirectional;
+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 maxphotons;
+       float intensityperphoton;
+       float spacing[3];
+       int stablerandom;
+}
+r_shadow_bouncegrid_settings_t;
+
+typedef struct r_shadow_bouncegrid_state_s
+{
+       r_shadow_bouncegrid_settings_t settings;
+       qboolean capable;
+       qboolean allowdirectionalshading;
+       qboolean directional; // copied from settings.directionalshading after createtexture is decided
+       qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes
+       rtexture_t *texture;
+       matrix4x4_t matrix;
+       vec_t intensity;
+       double lastupdatetime;
+       int resolution[3];
+       int numpixels;
+       int pixelbands;
+       int pixelsperband;
+       int bytesperband;
+       unsigned char *pixels;
+       float *highpixels;
+       float spacing[3];
+       float ispacing[3];
+       vec3_t mins;
+       vec3_t maxs;
+       vec3_t size;
+}
+r_shadow_bouncegrid_state_t;
+
+extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state;
 
 void R_Shadow_Init(void);
 qboolean R_Shadow_ShadowMappingEnabled(void);