cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"};
cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"};
cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"};
+cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "1", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"};
-cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
-cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
-cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
+cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
+cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
+cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+cvar_t r_shadow_bouncegrid_dynamic_energyperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_energyperphoton", "10000", "amount of light that one photon should represent"};
+cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
+cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
+cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"};
+cvar_t r_shadow_bouncegrid_dynamic_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_stablerandom", "1", "make particle distribution consistent from frame to frame"};
+cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
-cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"};
cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_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_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
+cvar_t r_shadow_bouncegrid_static_energyperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_static_energyperphoton", "1000", "amount of light that one photon should represent in static mode"};
cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"};
cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"};
cvar_t r_shadow_bouncegrid_static_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_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "32", "unit size of bouncegrid pixel when in static mode"};
cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"};
cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
-cvar_t r_shadow_bouncegrid_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
-cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"};
cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
Cvar_RegisterVariable(&r_shadow_polygonoffset);
Cvar_RegisterVariable(&r_shadow_texture3d);
Cvar_RegisterVariable(&r_shadow_bouncegrid);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_dlightparticlemultiplier);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_hitmodels);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_energyperphoton);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_lightradiusscale);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxbounce);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_maxphotons);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_spacing);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_stablerandom);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_updateinterval);
Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
- 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_sortlightpaths);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_static_intensityperphoton);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_static_energyperphoton);
Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_culllightpaths);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
Cvar_RegisterVariable(&r_coronas);
Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
Cvar_RegisterVariable(&r_coronas_occlusionquery);
// cull paths that fail R_CullBox in dynamic mode
if (!r_shadow_bouncegrid_state.settings.staticmode
- && r_shadow_bouncegrid_culllightpaths.integer)
+ && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
{
vec3_t cullmins, cullmaxs;
cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0];
static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t *settings)
{
+ qboolean s = r_shadow_bouncegrid_static.integer != 0;
+ float spacing = s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value;
+
// prevent any garbage in alignment padded areas as we'll be using memcmp
memset(settings, 0, sizeof(*settings));
// build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
- settings->staticmode = r_shadow_bouncegrid_static.integer != 0;
+ settings->staticmode = s;
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->directionalshading = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
+ settings->dlightparticlemultiplier = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
+ settings->hitmodels = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0;
settings->includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
- settings->lightradiusscale = (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->lightradiusscale = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value);
+ settings->maxbounce = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer);
settings->particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value;
- settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings->directionalshading ? 4.0f : 1.0f) / (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;
+ settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings->directionalshading ? 4.0f : 1.0f) / (spacing * spacing);
+ settings->maxphotons = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
+ settings->energyperphoton = s ? r_shadow_bouncegrid_static_energyperphoton.integer : r_shadow_bouncegrid_dynamic_energyperphoton.integer;
+ settings->spacing[0] = spacing;
+ settings->spacing[1] = spacing;
+ settings->spacing[2] = spacing;
+ settings->stablerandom = s ? 0 : r_shadow_bouncegrid_dynamic_stablerandom.integer;
// bound the values for sanity
settings->maxphotons = bound(1, settings->maxphotons, 25000000);
//if (VectorLength2(rtlight->photoncolor) == 0.0f)
// rtlight->photons = 0;
}
- // the user provided an intensityperphoton value which we try to use
+ // the user provided an energyperphoton value which we try to use
// if that results in too many photons to shoot this frame, then we cap it
// which causes photons to appear/disappear from frame to frame, so we don't
// like doing that in the typical case
- normalphotonscaling = 1.0f / max(0.0001f, r_shadow_bouncegrid_intensityperphoton.value);
+ normalphotonscaling = 1.0f / max(0.0001f, r_shadow_bouncegrid_dynamic_energyperphoton.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 int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
{
r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
return 0;
}
+static void R_Shadow_BounceGrid_ClearPixels(void)
+{
+ // clear the highpixels array we'll be accumulating into
+ memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+}
+
static void R_Shadow_BounceGrid_PerformSplats(void)
{
r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
r_shadow_bouncegrid_splatpath_t *splatpath;
- unsigned char *pixel;
- unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
float *highpixel;
float *highpixels = r_shadow_bouncegrid_state.highpixels;
int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
int pixelbands = r_shadow_bouncegrid_state.pixelbands;
int numsteps;
int step;
-
+
// hush warnings about uninitialized data - pixelbands doesn't change but...
memset(splatcolor, 0, sizeof(splatcolor));
{
// calculate address for pixel
w = pixelweight[corner];
- pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
// add to the high precision pixel color
highpixel[0] += (splatcolor[pixelband*4+0]*w);
highpixel[1] += (splatcolor[pixelband*4+1]*w);
highpixel[2] += (splatcolor[pixelband*4+2]*w);
highpixel[3] += (splatcolor[pixelband*4+3]*w);
- // flag the low precision pixel as needing to be updated
- pixel[3] = 255;
- // advance to next band of coefficients
- //pixel += pixelsperband*4;
- //highpixel += pixelsperband*4;
}
}
}
}
}
+static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
+{
+ const float *inpixel;
+ float *outpixel;
+ int pixelbands = r_shadow_bouncegrid_state.pixelbands;
+ int pixelband;
+ unsigned int index;
+ unsigned int x, y, z;
+ unsigned int resolution[3];
+ VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+ for (pixelband = 0;pixelband < pixelbands;pixelband++)
+ {
+ for (z = 1;z < resolution[2]-1;z++)
+ {
+ for (y = 1;y < resolution[1]-1;y++)
+ {
+ x = 1;
+ index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+ inpixel = inpixels + 4*index;
+ outpixel = outpixels + 4*index;
+ for (;x < resolution[0]-1;x++, inpixel += 4, outpixel += 4)
+ {
+ outpixel[0] = (inpixel[0] + inpixel[ off] + inpixel[0-off]) * (1.0f / 3.0);
+ outpixel[1] = (inpixel[1] + inpixel[1+off] + inpixel[1-off]) * (1.0f / 3.0);
+ outpixel[2] = (inpixel[2] + inpixel[2+off] + inpixel[2-off]) * (1.0f / 3.0);
+ outpixel[3] = (inpixel[3] + inpixel[3+off] + inpixel[3-off]) * (1.0f / 3.0);
+ }
+ }
+ }
+ }
+}
+
+static void R_Shadow_BounceGrid_BlurPixels(void)
+{
+ float *highpixels = r_shadow_bouncegrid_state.highpixels;
+ float *temppixels1 = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ float *temppixels2 = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ unsigned int resolution[3];
+
+ if (!r_shadow_bouncegrid_blur.integer)
+ return;
+
+ VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+ // blur on X
+ R_Shadow_BounceGrid_BlurPixelsInDirection(highpixels, temppixels1, 4);
+ // blur on Y
+ R_Shadow_BounceGrid_BlurPixelsInDirection(temppixels1, temppixels2, resolution[0] * 4);
+ // blur on Z
+ R_Shadow_BounceGrid_BlurPixelsInDirection(temppixels2, highpixels, resolution[0] * resolution[1] * 4);
+}
+
static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
{
unsigned char *pixels = r_shadow_bouncegrid_state.pixels;
unsigned char *pixel;
float *highpixels = r_shadow_bouncegrid_state.highpixels;
float *highpixel;
+ float *bandpixel;
+ unsigned int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
unsigned int pixelbands = r_shadow_bouncegrid_state.pixelbands;
unsigned int pixelband;
unsigned int x, y, z;
- unsigned int index;
+ unsigned int index, bandindex;
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.
+ // start by clearing the pixels array - we won't be writing to all of it
for (pixelband = 0;pixelband < pixelbands;pixelband++)
{
- for (z = 1;z < resolution[2]-1;z++)
+ // clear to neutral values before we bother converting
+ 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);
+ }
+ // skip first and last columns, rows, and layers as these are always blank
+ // skip higher pixelbands on pixels that have no color
+ for (z = 1;z < resolution[2]-1;z++)
+ {
+ for (y = 1;y < resolution[1]-1;y++)
{
- for (y = 1;y < resolution[1]-1;y++)
+ x = 1;
+ pixelband = 0;
+ index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+ highpixel = highpixels + 4*index;
+ for (;x < resolution[0]-1;x++, index++, highpixel += 4)
{
- 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 (VectorLength2(highpixel))
{
- // only convert pixels that were hit by photons
- if (pixel[3] == 255)
+ // process all of the pixelbands for this pixel
+ for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
{
- // normalize the bentnormal...
+ pixel = pixels + 4*bandindex;
+ bandpixel = highpixels + 4*bandindex;
+ // normalize the bentnormal pixelband...
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);
+ VectorNormalize(bandpixel);
+ c[0] = (int)(bandpixel[0]*128.0f+128.0f);
+ c[1] = (int)(bandpixel[1]*128.0f+128.0f);
+ c[2] = (int)(bandpixel[2]*128.0f+128.0f);
+ c[3] = (int)(bandpixel[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);
+ c[0] = (int)(bandpixel[0]*256.0f);
+ c[1] = (int)(bandpixel[1]*256.0f);
+ c[2] = (int)(bandpixel[2]*256.0f);
+ c[3] = (int)(bandpixel[3]*256.0f);
}
pixel[2] = (unsigned char)bound(0, c[0], 255);
pixel[1] = (unsigned char)bound(0, c[1], 255);
}
// 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)
+ if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_dynamic_updateinterval.value) && !settingschanged)
return;
// store the new settings
// trace the photons from lights and accumulate illumination
R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, photonscaling, flag);
- // clear the pixels[] and highpixels[] arrays, it is important that we
- // clear pixels[] now because we do tricks with marking pixels as needing
- // conversion, even though the source of truth data is in highpixels[]
+ // clear the texture
R_Shadow_BounceGrid_ClearPixels();
-
- // sort and accumulate the light splatting in the texture
+
+ // accumulate the light splatting into texture
R_Shadow_BounceGrid_PerformSplats();
- // convert the pixels that were marked and upload the texture
+ // apply a mild blur filter to the texture
+ R_Shadow_BounceGrid_BlurPixels();
+
+ // convert the pixels to lower precision and upload the texture
R_Shadow_BounceGrid_ConvertPixelsAndUpload();
}