cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"};
cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0)"};
cvar_t r_shadow_bouncegrid_dynamic_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"};
-cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)"};
+cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"};
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_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
cvar_t r_shadow_bouncegrid_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "1", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightpathsize_conespread = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_conespread", "0.015625", "increase lightpathsize over distance at this rate per grid cell"};
-cvar_t r_shadow_bouncegrid_lightpathsize_initial = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_initial", "0.5", "width (in grid cells) of the light path for accumulation of light in the bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"};
cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" };
cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" };
cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" };
-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_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" };
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", "5", "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_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)" };
+cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)" };
cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize);
Cvar_RegisterVariable(&r_shadow_bouncegrid_normalizevectors);
Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_seed);
Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_type);
- Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_bounceminimumintensity);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
#define MAXBOUNCEGRIDSPLATSIZE 7
#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
-// these are temporary data per-frame, sorted and performed in a more
-// cache-friendly order than the original photons
+// these are temporary data per-frame, to be cache friendly the texture is
+// generated in slices (on Z), rendering each slice one after another and each
+// row in the slice one after another to be more cache friendly than randomly
+// seeking around a large memory space. Each slice keeps track of a linked list
+// of splat paths that are relevant to it. Also these are canonically flipped
+// to ensure that start[2] <= end[2].
typedef struct r_shadow_bouncegrid_splatpath_s
{
- vec3_t point;
- vec3_t step;
+ int nextpathonslice;
+ int slicerange[2];
+ vec3_t slicecenter;
+ vec3_t start;
+ vec3_t end;
vec3_t splatcolor;
vec3_t splatdir;
vec_t splatintensity;
vec_t splatsize_current;
vec_t splatsize_perstep;
- int remainingsplats;
}
r_shadow_bouncegrid_splatpath_t;
static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled)
{
- int bestaxis;
- int numsplats;
- float len;
- float ilen;
vec3_t start;
vec3_t end;
- vec3_t diff;
vec3_t originaldir;
r_shadow_bouncegrid_splatpath_t *path;
&& r_shadow_bouncegrid_dynamic_culllightpaths.integer)
{
vec3_t cullmins, cullmaxs;
- cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0];
- cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1];
- cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2];
- cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0];
- cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1];
- cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2];
+ cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize;
if (R_CullBox(cullmins, cullmaxs))
return;
}
}
// transform to texture pixels
- start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
- start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
- start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
- end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
- end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
- end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
+ start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]);
+ start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]);
+ start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]);
+ end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]);
+ end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]);
+ end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]);
// check if we need to grow the splatpaths array
if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths)
r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.splatpaths, sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
}
- // divide a series of splats along the length using the maximum axis
- VectorSubtract(end, start, diff);
- // pick the best axis to trace along
- bestaxis = 0;
- if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis])
- bestaxis = 1;
- if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis])
- bestaxis = 2;
- len = fabs(diff[bestaxis]);
- ilen = 1.0f / len;
- numsplats = (int)(floor(len + 0.5f));
- // sanity limits
- numsplats = bound(0, numsplats, 1024);
-
VectorSubtract(originalstart, originalend, originaldir);
VectorNormalize(originaldir);
path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++;
- VectorCopy(start, path->point);
- VectorScale(diff, ilen, path->step);
+ VectorCopy(start, path->start);
+ VectorCopy(end, path->end);
VectorCopy(color, path->splatcolor);
VectorCopy(originaldir, path->splatdir);
- path->splatsize_current = r_shadow_bouncegrid_state.settings.lightpathsize_initial + r_shadow_bouncegrid_state.settings.lightpathsize_conespread * distancetraveled * r_shadow_bouncegrid_state.ispacing[0];
- path->splatsize_perstep = r_shadow_bouncegrid_state.settings.lightpathsize_conespread;
path->splatintensity = VectorLength(color);
- path->remainingsplats = numsplats;
}
static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
settings->staticmode = s;
settings->blur = r_shadow_bouncegrid_blur.integer != 0;
settings->floatcolors = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2);
- settings->lightpathsize_initial = bound(0.0f, r_shadow_bouncegrid_lightpathsize_initial.value, 1024.0f);
- settings->lightpathsize_conespread = bound(0.0f, r_shadow_bouncegrid_lightpathsize_conespread.value, 1024.0f);
+ settings->lightpathsize = bound(0.0f, r_shadow_bouncegrid_lightpathsize.value, 1024.0f);
settings->bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
settings->directionalshading = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
settings->dlightparticlemultiplier = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
settings->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 * (settings->directionalshading ? 4.0f : 1.0f) * 16384 / (spacing * spacing) / 262144.0f;
+ settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) / 65536.0f;
settings->maxphotons = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
- settings->energyperphoton = spacing * spacing / quality;
+ settings->energyperphoton = 4096.0f / quality;
settings->spacing[0] = spacing;
settings->spacing[1] = spacing;
settings->spacing[2] = spacing;
unsigned int lightindex;
dlight_t *light;
rtlight_t *rtlight;
- normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton);
+ normalphotonscaling = 1.0f / max(0.0000001f, settings->energyperphoton);
for (lightindex = 0;lightindex < range2;lightindex++)
{
if (lightindex < range)
}
}
-static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
-{
- r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
- r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb;
- // we only really care about sorting by Z
- if (a->point[2] < b->point[2])
- return -1;
- if (a->point[2] > b->point[2])
- return 1;
- return 0;
-}
-
static void R_Shadow_BounceGrid_ClearPixels(void)
{
// clear the highpixels array we'll be accumulating into
r_shadow_bouncegrid_splatpath_t *splatpath;
float *highpixels = r_shadow_bouncegrid_state.highpixels;
int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
- int splatindex;
- vec3_t steppos;
- vec3_t stepdelta;
- vec3_t dir;
- vec_t lightpathsize_current;
- vec_t lightpathsize_perstep;
- float splatcolor[32];
+ int pathindex;
+ int xi, yi, zi; // pixel increments
+ float xf, yf, zf; // pixel centers
+ float splatcolor[32] = { 0 };
+ float radius = r_shadow_bouncegrid_state.settings.lightpathsize;
+ float iradius = 1.0f / radius;
int resolution[3];
int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
int pixelbands = r_shadow_bouncegrid_state.pixelbands;
- int numsteps;
- int step;
-
- // hush warnings about uninitialized data - pixelbands doesn't change but...
- memset(splatcolor, 0, sizeof(splatcolor));
- // we use this a lot, so get a local copy
+ // we use these a lot, so get a local copy
VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
- // sort the splats before we execute them, to reduce cache misses
- if (r_shadow_bouncegrid_sortlightpaths.integer)
- qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
-
- splatpath = splatpaths;
- for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++)
- {
- // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
- // accumulate average shotcolor
- VectorCopy(splatpath->splatdir, dir);
- splatcolor[ 0] = splatpath->splatcolor[0];
- splatcolor[ 1] = splatpath->splatcolor[1];
- splatcolor[ 2] = splatpath->splatcolor[2];
- splatcolor[ 3] = 0.0f;
- if (pixelbands > 1)
+ for (pathindex = 0, splatpath = splatpaths; pathindex < numsplatpaths; pathindex++, splatpath++)
+ {
+ splatpath->slicerange[0] = (int)floor((min(splatpath->start[2], splatpath->end[2]) - radius) * r_shadow_bouncegrid_state.ispacing[2] - 0.5f);
+ splatpath->slicerange[1] = (int)floor((max(splatpath->start[2], splatpath->end[2]) + radius) * r_shadow_bouncegrid_state.ispacing[2] - 0.5f + 1.0f);
+ }
+
+ // we keep a 1 pixel border around the whole texture to make sure that GL_CLAMP_TO_EDGE filtering doesn't create streaks if the texture is smaller than the visible scene (instead it goes black out there, which isn't ideal either)
+ for (zi = 1, zf = (zi + 0.5f) * r_shadow_bouncegrid_state.spacing[2]; zi < resolution[2] - 1; zi++, zf += r_shadow_bouncegrid_state.spacing[2])
+ {
+ int slicefirstpathindex = -1;
+ for (pathindex = 0, splatpath = splatpaths; pathindex < numsplatpaths; pathindex++, splatpath++)
{
- // store bentnormal in case the shader has a use for it,
- // bentnormal is an intensity-weighted average of the directions,
- // and will be normalized on conversion to texture pixels.
- splatcolor[ 4] = dir[0] * splatpath->splatintensity;
- splatcolor[ 5] = dir[1] * splatpath->splatintensity;
- splatcolor[ 6] = dir[2] * splatpath->splatintensity;
- splatcolor[ 7] = splatpath->splatintensity;
- // for each color component (R, G, B) calculate the amount that a
- // direction contributes
- splatcolor[ 8] = splatcolor[0] * max(0.0f, dir[0]);
- splatcolor[ 9] = splatcolor[0] * max(0.0f, dir[1]);
- splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]);
- splatcolor[11] = 0.0f;
- splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]);
- splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]);
- splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]);
- splatcolor[15] = 0.0f;
- splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]);
- splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]);
- splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]);
- splatcolor[19] = 0.0f;
- // and do the same for negative directions
- splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]);
- splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]);
- splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]);
- splatcolor[23] = 0.0f;
- splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]);
- splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]);
- splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]);
- splatcolor[27] = 0.0f;
- splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]);
- splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]);
- splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]);
- splatcolor[31] = 0.0f;
+ if (zi >= splatpath->slicerange[0] && zi < splatpath->slicerange[1])
+ {
+ if (zf < splatpath->start[2])
+ VectorCopy(splatpath->start, splatpath->slicecenter);
+ else if (zf > splatpath->end[2])
+ VectorCopy(splatpath->end, splatpath->slicecenter);
+ else
+ {
+ float lerp = (zf - splatpath->start[2]) / (splatpath->end[2] - splatpath->start[2]);
+ splatpath->slicecenter[2] = zf;
+ splatpath->slicecenter[0] = splatpath->start[0] + lerp * (splatpath->end[0] - splatpath->start[0]);
+ splatpath->slicecenter[1] = splatpath->start[1] + lerp * (splatpath->end[1] - splatpath->start[1]);
+ }
+ float distz = (splatpath->slicecenter[2] - zf) * iradius;
+ if (distz * distz < 1.0f)
+ {
+ splatpath->nextpathonslice = slicefirstpathindex;
+ slicefirstpathindex = pathindex;
+ }
+ }
}
- // calculate the number of steps we need to traverse this distance
- VectorCopy(splatpath->point, steppos);
- VectorCopy(splatpath->step, stepdelta);
- numsteps = splatpath->remainingsplats;
- lightpathsize_current = splatpath->splatsize_current + 1.0f; // add 1.0 for the gradient fade around the sphere
- lightpathsize_perstep = splatpath->splatsize_perstep;
- for (step = 0;step < numsteps;step++)
+ for (yi = 1, yf = (yi + 0.5f) * r_shadow_bouncegrid_state.spacing[1]; yi < resolution[1] - 1; yi++, yf += r_shadow_bouncegrid_state.spacing[1])
{
- // the middle row/column/layer of each splat are full intensity
- float splatmins[3];
- float splatmaxs[3];
- if (lightpathsize_current > MAXBOUNCEGRIDSPLATSIZE)
- lightpathsize_current = MAXBOUNCEGRIDSPLATSIZE;
- splatmins[0] = max(1.0f, steppos[0] - lightpathsize_current * 0.5f);
- splatmins[1] = max(1.0f, steppos[1] - lightpathsize_current * 0.5f);
- splatmins[2] = max(1.0f, steppos[2] - lightpathsize_current * 0.5f);
- splatmaxs[0] = min(steppos[0] + lightpathsize_current * 0.5f, resolution[0] - 1.0f);
- splatmaxs[1] = min(steppos[1] + lightpathsize_current * 0.5f, resolution[1] - 1.0f);
- splatmaxs[2] = min(steppos[2] + lightpathsize_current * 0.5f, resolution[2] - 1.0f);
- if (splatmaxs[0] > splatmins[0] && splatmaxs[1] > splatmins[1] && splatmaxs[2] > splatmins[2])
+ for (pathindex = slicefirstpathindex; pathindex >= 0; pathindex = splatpaths[pathindex].nextpathonslice)
{
- // it is within bounds... do the real work now
- int xi, yi, zi, band, row;
- float pixelpos[3];
- float w;
- float *p;
- float colorscale = 1.0f / lightpathsize_current;
- r_refdef.stats[r_stat_bouncegrid_splats]++;
- // accumulate light onto the pixels
- for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++)
+ splatpath = splatpaths + pathindex;
+ float disty = (splatpath->slicecenter[1] - yf) * iradius;
+ float distz = (splatpath->slicecenter[2] - zf) * iradius;
+ float distyz = disty * disty + distz * distz;
+ if (distyz < 1.0f)
{
- pixelpos[2] = zi + 0.5f;
- for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++)
+ int xstart = (int)floor((splatpath->slicecenter[0] - radius) * r_shadow_bouncegrid_state.ispacing[0] - 0.5f);
+ int xend = (int)floor((splatpath->slicecenter[0] + radius) * r_shadow_bouncegrid_state.ispacing[0] - 0.5f + 1.0f);
+ float dir[3];
+ xstart = max(1, xstart);
+ xend = min(resolution[0] - 2, xend);
+ if (xstart >= xend)
+ continue;
+ // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+ // accumulate average shotcolor
+ VectorCopy(splatpath->splatdir, dir);
+ splatcolor[0] = splatpath->splatcolor[0];
+ splatcolor[1] = splatpath->splatcolor[1];
+ splatcolor[2] = splatpath->splatcolor[2];
+ splatcolor[3] = 0.0f;
+ if (pixelbands > 1)
+ {
+ // store bentnormal in case the shader has a use for it,
+ // bentnormal is an intensity-weighted average of the directions,
+ // and will be normalized on conversion to texture pixels.
+ splatcolor[4] = dir[0] * splatpath->splatintensity;
+ splatcolor[5] = dir[1] * splatpath->splatintensity;
+ splatcolor[6] = dir[2] * splatpath->splatintensity;
+ splatcolor[7] = splatpath->splatintensity;
+ // for each color component (R, G, B) calculate the amount that a
+ // direction contributes
+ splatcolor[8] = splatcolor[0] * max(0.0f, dir[0]);
+ splatcolor[9] = splatcolor[0] * max(0.0f, dir[1]);
+ splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]);
+ splatcolor[11] = 0.0f;
+ splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]);
+ splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]);
+ splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]);
+ splatcolor[15] = 0.0f;
+ splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]);
+ splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]);
+ splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]);
+ splatcolor[19] = 0.0f;
+ // and do the same for negative directions
+ splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]);
+ splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]);
+ splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]);
+ splatcolor[23] = 0.0f;
+ splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]);
+ splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]);
+ splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]);
+ splatcolor[27] = 0.0f;
+ splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]);
+ splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]);
+ splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]);
+ splatcolor[31] = 0.0f;
+ }
+ for (xi = xstart, xf = (xi + 0.5f) * r_shadow_bouncegrid_state.spacing[0]; xi < xend; xi++, xf += r_shadow_bouncegrid_state.spacing[0])
{
- pixelpos[1] = yi + 0.5f;
- row = (zi*resolution[1] + yi)*resolution[0];
- for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++)
+ float distx = (splatpath->slicecenter[0] - xf) * iradius;
+ float distxyz = (distx * distx + distyz);
+ if (distxyz < 1.0f)
{
- pixelpos[0] = xi + 0.5f;
- // simple radial antialiased sphere - linear gradient fade over 1 pixel from the edge
- w = lightpathsize_current - VectorDistance(pixelpos, steppos);
- if (w > 0.0f)
+ // contribute some color to this pixel, across all bands
+ float w = 1.0f - 1.0f * sqrt(distxyz);
+ int band;
+ float *p = highpixels + 4 * ((zi * resolution[1] + yi) * resolution[0] + xi);
+ w = min(w, 1.0f);
+ if (pixelbands > 1)
+ {
+ // small optimization for alpha - only splatcolor[7] is non-zero, so skip the rest of the alpha elements.
+ p[pixelsperband * 4 + 3] += splatcolor[7] * w;
+ }
+ for (band = 0; band < pixelbands; band++, p += pixelsperband * 4)
{
- if (w > 1.0f)
- w = 1.0f;
- w *= colorscale;
- p = highpixels + 4 * (row + xi);
- for (band = 0; band < pixelbands; band++, p += pixelsperband * 4)
- {
- // add to the pixel color
- p[0] += splatcolor[band * 4 + 0] * w;
- p[1] += splatcolor[band * 4 + 1] * w;
- p[2] += splatcolor[band * 4 + 2] * w;
- p[3] += splatcolor[band * 4 + 3] * w;
- }
+ // add to the pixel color (RGB only - see above)
+ p[0] += splatcolor[band * 4 + 0] * w;
+ p[1] += splatcolor[band * 4 + 1] * w;
+ p[2] += splatcolor[band * 4 + 2] * w;
}
}
}
}
}
- VectorAdd(steppos, stepdelta, steppos);
- lightpathsize_current += lightpathsize_perstep;
}
}
}
// calculate weighting factors for distributing photons among the lights
R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag);
- R_TimeReport("bouncegrid_assignphotons");
+ R_TimeReport("bg_assignphotons");
// trace the photons from lights and accumulate illumination
R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag);
- R_TimeReport("bouncegrid_tracephotons");
+ R_TimeReport("bg_tracephotons");
// clear the texture
R_Shadow_BounceGrid_ClearPixels();
- R_TimeReport("bouncegrid_cleartex");
+ R_TimeReport("bg_cleartex");
// accumulate the light splatting into texture
R_Shadow_BounceGrid_PerformSplats();
- R_TimeReport("bouncegrid_lighttex");
+ R_TimeReport("bg_lighttex");
// apply a mild blur filter to the texture
R_Shadow_BounceGrid_BlurPixels();
- R_TimeReport("bouncegrid_blurtex");
+ R_TimeReport("bg_blurtex");
// convert the pixels to lower precision and upload the texture
R_Shadow_BounceGrid_ConvertPixelsAndUpload();
- R_TimeReport("bouncegrid_uploadtex");
+ R_TimeReport("bg_uploadtex");
// after we compute the static lighting we don't need to keep the highpixels array around
if (settings.staticmode)