]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Rewrote bouncegrid path splatting, it now has a cone shape which grows with distance...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 29 Nov 2016 03:24:12 +0000 (03:24 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 29 Nov 2016 03:24:12 +0000 (03:24 +0000)
Replaced r_shadow_bouncegrid_(static|dynamic)_energyperphoton with r_shadow_bouncegrid_(static|dynamic)_quality cvar which works opposite the old one and is automatically multiplied by spacing^2 so you no longer have to hand-tune it when changing spacing.

Turned off r_shadow_bouncegrid_blur by default - it's still useful but no longer completely necessary.

Replaced r_shadow_bouncegrid_dynamic_stablerandom with r_shadow_bouncegrid_rng_type (which defaults to Lehmer 128bit RNG) and added r_shadow_bouncegrid_rng_seed (which can be set to -1 for the time-based random that stablerandom <= 0 used to trigger).

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12304 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c
r_shadow.h

index 0d05ac1e4544a73ed4b4fcdfb8caebca3b638f0c..8b43bf44b6b477a202928a49a4dc3952c4373ba6 100644 (file)
@@ -335,19 +335,18 @@ cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to
 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_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "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_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" };
+cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color" };
 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_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_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", "10", "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_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "2", "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_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_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_dynamic_x = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"};
 cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"};
@@ -355,18 +354,21 @@ cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_
 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", "4", "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_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_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_lightpathsize = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "1", "width 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_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_energyperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_static_energyperphoton", "10000", "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_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "2", "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_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"};
@@ -810,12 +812,11 @@ void R_Shadow_Init(void)
        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_quality);
        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_dynamic_x);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_y);
@@ -823,18 +824,21 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial);
        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);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_energyperphoton);
        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_quality);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
@@ -2427,11 +2431,13 @@ typedef struct r_shadow_bouncegrid_splatpath_s
        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)
+static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled)
 {
        int bestaxis;
        int numsplats;
@@ -2511,6 +2517,8 @@ static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t origin
        VectorScale(diff, ilen, path->step);
        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;
 }
@@ -2552,7 +2560,8 @@ static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
 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;
+       float spacing = bound(1.0f, s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value, 1024.0f);
+       float quality = bound(0.0001f, (s ? r_shadow_bouncegrid_static_quality.value : r_shadow_bouncegrid_dynamic_quality.value), 1024.0f);
        float bounceminimumintensity = s ? r_shadow_bouncegrid_static_bounceminimumintensity.value : r_shadow_bouncegrid_dynamic_bounceminimumintensity.value;
 
        // prevent any garbage in alignment padded areas as we'll be using memcmp
@@ -2562,7 +2571,8 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        settings->staticmode                    = s;
        settings->blur                          = r_shadow_bouncegrid_blur.integer != 0;
        settings->floatcolors                   = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2);
-       settings->lightpathsize                 = bound(1, r_shadow_bouncegrid_lightpathsize.integer, MAXBOUNCEGRIDSPLATSIZE);
+       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->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;
@@ -2573,11 +2583,13 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        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->maxphotons                    = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
-       settings->energyperphoton               = s ? r_shadow_bouncegrid_static_energyperphoton.value : r_shadow_bouncegrid_dynamic_energyperphoton.value;
+       settings->energyperphoton               = spacing * spacing / quality;
        settings->spacing[0]                    = spacing;
        settings->spacing[1]                    = spacing;
        settings->spacing[2]                    = spacing;
-       settings->stablerandom                  = r_shadow_bouncegrid_dynamic_stablerandom.integer;
+       settings->rng_type                      = r_shadow_bouncegrid_rng_type.integer;
+       settings->rng_seed                      = r_shadow_bouncegrid_rng_seed.integer;
+       settings->bounceminimumintensity2       = bounceminimumintensity * bounceminimumintensity;
        settings->bounceminimumintensity2       = bounceminimumintensity * bounceminimumintensity;
        settings->normalizevectors              = r_shadow_bouncegrid_normalizevectors.integer != 0;
 
@@ -2588,13 +2600,6 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t
        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);
-
-       // check if the ram requirements for blur would be excessive and disable it (increase lightpathsize to compensate)
-       if (spacing < 32 && settings->blur)
-       {
-               settings->blur = false;
-               settings->lightpathsize += 2;
-       }
 }
 
 static void R_Shadow_BounceGrid_UpdateSpacing(void)
@@ -2885,8 +2890,6 @@ static void R_Shadow_BounceGrid_ClearPixels(void)
 
 static void R_Shadow_BounceGrid_PerformSplats(void)
 {
-       int splatsize = r_shadow_bouncegrid_state.settings.lightpathsize;
-       int splatsize1 = splatsize + 1;
        r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
        r_shadow_bouncegrid_splatpath_t *splatpath;
        float *highpixels = r_shadow_bouncegrid_state.highpixels;
@@ -2895,12 +2898,10 @@ static void R_Shadow_BounceGrid_PerformSplats(void)
        vec3_t steppos;
        vec3_t stepdelta;
        vec3_t dir;
-       float texcorner[3];
-       float texlerp[MAXBOUNCEGRIDSPLATSIZE1][3];
+       vec_t lightpathsize_current;
+       vec_t lightpathsize_perstep;
        float splatcolor[32];
-       float boxweight = 1.0f / (splatsize * splatsize * splatsize);
        int resolution[3];
-       int tex[3];
        int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
        int pixelbands = r_shadow_bouncegrid_state.pixelbands;
        int numsteps;
@@ -2916,10 +2917,6 @@ static void R_Shadow_BounceGrid_PerformSplats(void)
        if (r_shadow_bouncegrid_sortlightpaths.integer)
                qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
 
-       // the middle row/column/layer of each splat are full intensity
-       for (step = 1;step < splatsize;step++)
-               VectorSet(texlerp[step], 1.0f, 1.0f, 1.0f);
-
        splatpath = splatpaths;
        for (splatindex = 0;splatindex < numsplatpaths;splatindex++, splatpath++)
        {
@@ -2971,59 +2968,64 @@ static void R_Shadow_BounceGrid_PerformSplats(void)
                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++)
                {
-                       r_refdef.stats[r_stat_bouncegrid_splats]++;
-                       // figure out the min corner of the pixels we'll need to update
-                       texcorner[0] = steppos[0] - (splatsize1 * 0.5f);
-                       texcorner[1] = steppos[1] - (splatsize1 * 0.5f);
-                       texcorner[2] = steppos[2] - (splatsize1 * 0.5f);
-                       tex[0] = (int)floor(texcorner[0]);
-                       tex[1] = (int)floor(texcorner[1]);
-                       tex[2] = (int)floor(texcorner[2]);
-                       // only update if it is within reasonable bounds
-                       if (tex[0] >= 1
-                        && tex[1] >= 1
-                        && tex[2] >= 1
-                        && tex[0] < resolution[0] - splatsize1
-                        && tex[1] < resolution[1] - splatsize1
-                        && tex[2] < resolution[2] - splatsize1)
+                       // 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])
                        {
                                // it is within bounds...  do the real work now
-                               int xi, yi, zi;
-
-                               // calculate the antialiased box edges
-                               texlerp[splatsize][0] = texcorner[0] - tex[0];
-                               texlerp[splatsize][1] = texcorner[1] - tex[1];
-                               texlerp[splatsize][2] = texcorner[2] - tex[2];
-                               texlerp[0][0] = 1.0f - texlerp[splatsize][0];
-                               texlerp[0][1] = 1.0f - texlerp[splatsize][1];
-                               texlerp[0][2] = 1.0f - texlerp[splatsize][2];
-
+                               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 = 0;zi < splatsize1;zi++)
+                               for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++)
                                {
-                                       for (yi = 0;yi < splatsize1;yi++)
+                                       pixelpos[2] = zi + 0.5f;
+                                       for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++)
                                        {
-                                               int index = ((tex[2]+zi)*resolution[1]+tex[1]+yi)*resolution[0]+tex[0];
-                                               for (xi = 0;xi < splatsize1;xi++, index++)
+                                               pixelpos[1] = yi + 0.5f;
+                                               row = (zi*resolution[1] + yi)*resolution[0];
+                                               for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++)
                                                {
-                                                       float w = texlerp[xi][0]*texlerp[yi][1]*texlerp[zi][2] * boxweight;
-                                                       int band = 0;
-                                                       float *p = highpixels + 4 * index + band * pixelsperband * 4;
-                                                       for (;band < pixelbands;band++, p += pixelsperband * 4)
+                                                       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)
                                                        {
-                                                               // 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;
+                                                               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;
+                                                               }
                                                        }
                                                }
                                        }
                                }
                        }
                        VectorAdd(steppos, stepdelta, steppos);
+                       lightpathsize_current += lightpathsize_perstep;
                }
        }
 }
@@ -3285,20 +3287,13 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
        vec3_t clipstart;
        vec3_t clipdiff;
        vec_t radius;
+       vec_t distancetraveled;
        vec_t s;
        rtlight_t *rtlight;
-       union
-       {
-               unsigned int s[4];
-               double d;
-       }
-       rseed;
 
        // compute a seed for the unstable random modes
-       memset(&rseed, 0, sizeof(rseed));
-       rseed.d = realtime;
-       Math_RandomSeed_FromInts(&randomseed, rseed.s[0], rseed.s[1], rseed.s[2], rseed.s[3]);
-       seed = rseed.s[0] ^ rseed.s[1] ^ rseed.s[2] ^ rseed.s[3];
+       Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
+       seed = realtime * 1000.0;
 
        r_shadow_bouncegrid_state.numsplatpaths = 0;
 
@@ -3339,8 +3334,8 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                // we stop caring about bounces once the brightness goes below this fraction of the original intensity
                bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2;
 
-               // for stablerandom we start the RNG with the position of the light
-               if (settings.stablerandom > 0)
+               // for seeded random we start the RNG with the position of the light
+               if (settings.rng_seed >= 0)
                {
                        union
                        {
@@ -3352,15 +3347,15 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                        u.f[1] = rtlight->shadoworigin[1];
                        u.f[2] = rtlight->shadoworigin[2];
                        u.f[3] = 1;
-                       switch (settings.stablerandom)
+                       switch (settings.rng_type)
                        {
                        default:
+                       case 0:
+                               // we have to shift the seed provided by the user because the result must be odd
+                               Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (settings.rng_seed << 1));
                                break;
                        case 1:
-                               seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3];
-                               break;
-                       case 2:
-                               Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3]);
+                               seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ settings.rng_seed;
                                break;
                        }
                }
@@ -3369,19 +3364,18 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                {
                        VectorCopy(baseshotcolor, shotcolor);
                        VectorCopy(rtlight->shadoworigin, clipstart);
-                       switch (settings.stablerandom)
+                       switch (settings.rng_type)
                        {
                        default:
                        case 0:
-                               VectorRandom(clipend);
+                               VectorLehmerRandom(&randomseed, clipend);
                                if (settings.bounceanglediffuse)
                                {
                                        // we want random to be stable, so we still have to do all the random we would have done
                                        for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
-                                               VectorRandom(bouncerandom[bouncecount]);
+                                               VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]);
                                }
                                break;
-                       case -1:
                        case 1:
                                VectorCheeseRandom(seed, clipend);
                                if (settings.bounceanglediffuse)
@@ -3391,16 +3385,6 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                                                VectorCheeseRandom(seed, bouncerandom[bouncecount]);
                                }
                                break;
-                       case -2:
-                       case 2:
-                               VectorLehmerRandom(&randomseed, clipend);
-                               if (settings.bounceanglediffuse)
-                               {
-                                       // we want random to be stable, so we still have to do all the random we would have done
-                                       for (bouncecount = 0; bouncecount < maxbounce; bouncecount++)
-                                               VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]);
-                               }
-                               break;
                        }
 
                        // we want a uniform distribution spherically, not merely within the sphere
@@ -3408,13 +3392,14 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                                VectorNormalize(clipend);
 
                        VectorMA(clipstart, radius, clipend, clipend);
+                       distancetraveled = 0.0f;
                        for (bouncecount = 0;;bouncecount++)
                        {
                                r_refdef.stats[r_stat_bouncegrid_traces]++;
                                rtlight->bouncegrid_traces++;
                                //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask);
                                //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask);
-                               if (settings.staticmode || settings.stablerandom <= 0)
+                               if (settings.staticmode || settings.rng_seed < 0)
                                {
                                        // static mode fires a LOT of rays but none of them are identical, so they are not cached
                                        // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it
@@ -3429,8 +3414,9 @@ static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t sett
                                {
                                        vec3_t hitpos;
                                        VectorCopy(cliptrace.endpos, hitpos);
-                                       R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor);
+                                       R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor, distancetraveled);
                                }
+                               distancetraveled += VectorDistance(clipstart, cliptrace.endpos);
                                s = VectorDistance(rtlight->shadoworigin, cliptrace.endpos);
                                if (rtlight->bouncegrid_effectiveradius < s)
                                        rtlight->bouncegrid_effectiveradius = s;
index fc36f337765f56694c1419406948f92de21d25af..3346b77e07c690a3bbc95c3bbb325bf9f98931e3 100644 (file)
@@ -51,13 +51,15 @@ typedef struct r_shadow_bouncegrid_settings_s
        qboolean hitmodels;
        float lightradiusscale;
        int maxbounce;
-       int lightpathsize;
+       float lightpathsize_initial;
+       float lightpathsize_conespread;
        float particlebounceintensity;
        float particleintensity;
        int maxphotons;
        float energyperphoton;
        float spacing[3];
-       int stablerandom;
+       int rng_type;
+       int rng_seed;
        float bounceminimumintensity2;
 }
 r_shadow_bouncegrid_settings_t;