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"};
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_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_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);
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)
}
}
- 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);
// 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;
// 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)
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[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;
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;
+ 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)
}
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);
}
// 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);
{
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]);
}
}
}
- // 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)