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", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"};
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_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"};
cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "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_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z 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_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of 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_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "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_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_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_shadow_bouncegrid_subsamples = {CVAR_SAVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"};
+cvar_t r_shadow_bouncegrid_threaded = {CVAR_SAVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"};
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", "fades coronas according to visibility"};
if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
+ if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+ if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state));
r_shadow_attenuationgradienttexture = NULL;
R_FreeTexturePool(&r_shadow_texturepool);
if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
- if (r_shadow_bouncegrid_state.splatpaths) { Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; }
-
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
+ if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+ if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = 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); }
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_quality);
Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_subsamples);
+ Cvar_RegisterVariable(&r_shadow_bouncegrid_threaded);
Cvar_RegisterVariable(&r_coronas);
Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
Cvar_RegisterVariable(&r_coronas_occlusionquery);
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
-#define MAXBOUNCEGRIDSPLATSIZE 7
-#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
-
-// 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
-{
- 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;
-}
-r_shadow_bouncegrid_splatpath_t;
-
-static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled)
-{
- vec3_t start;
- vec3_t end;
- vec3_t originaldir;
- r_shadow_bouncegrid_splatpath_t *path;
-
- // cull paths that fail R_CullBox in dynamic mode
- if (!r_shadow_bouncegrid_state.settings.staticmode
- && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
- {
- vec3_t cullmins, cullmaxs;
- 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;
- }
-
- // if the light path is going upward, reverse it - we always draw down.
- if (originalend[2] < originalstart[2])
- {
- VectorCopy(originalend, start);
- VectorCopy(originalstart, end);
- }
- else
- {
- VectorCopy(originalstart, start);
- VectorCopy(originalend, end);
- }
-
- // transform to texture pixels
- 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)
- {
- // double the limit, this will persist from frame to frame so we don't
- // make the same mistake each time
- r_shadow_bouncegrid_state.maxsplatpaths *= 2;
- if (r_shadow_bouncegrid_state.maxsplatpaths < 16384)
- r_shadow_bouncegrid_state.maxsplatpaths = 16384;
- 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);
- }
-
- VectorSubtract(originalstart, originalend, originaldir);
- VectorNormalize(originaldir);
-
- path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++;
- VectorCopy(start, path->start);
- VectorCopy(end, path->end);
- VectorCopy(color, path->splatcolor);
- VectorCopy(originaldir, path->splatdir);
- path->splatintensity = VectorLength(color);
-}
-
static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
{
qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity;
settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity;
settings->normalizevectors = r_shadow_bouncegrid_normalizevectors.integer != 0;
+ settings->subsamples = bound(1, r_shadow_bouncegrid_subsamples.integer, 4);
// bound the values for sanity
settings->maxphotons = bound(1, settings->maxphotons, 25000000);
if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; }
if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; }
if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; }
- if (r_shadow_bouncegrid_state.splatpaths) { Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; }
+ if (r_shadow_bouncegrid_state.photons) { Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; }
+ if (r_shadow_bouncegrid_state.photons_tasks) { Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; }
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
r_shadow_bouncegrid_state.numpixels = numpixels;
}
Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m);
}
+static float R_Shadow_BounceGrid_RefractiveIndexAtPoint(vec3_t point)
+{
+ // check material at shadoworigin to see what the initial refractive index should be
+ int hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+ int skipsupercontentsmask = 0;
+ int skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND;
+ trace_t trace = CL_TracePoint(point, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, true, false, NULL, true);
+ if (trace.starttexture && (trace.starttexture->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER)))
+ return trace.starttexture->refractive_index;
+ else if (trace.startsupercontents & SUPERCONTENTS_LIQUIDSMASK)
+ return 1.333f; // water
+ else
+ return 1.0003f; // air
+}
+
// 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)
+static void R_Shadow_BounceGrid_AssignPhotons_Task(taskqueue_task_t *t)
{
+ // get the range of light numbers we'll be looping over:
+ // range = static lights
+ // range1 = dynamic lights (optional)
+ // range2 = range + range1
+ unsigned int range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+ unsigned int range1 = r_shadow_bouncegrid_state.settings.staticmode ? 0 : r_refdef.scene.numlights;
+ unsigned int range2 = range + range1;
+ int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+
float normalphotonscaling;
float photonscaling;
float photonintensity;
unsigned int lightindex;
dlight_t *light;
rtlight_t *rtlight;
- normalphotonscaling = 1.0f / max(0.0000001f, settings->energyperphoton);
+ int shootparticles;
+ int shotparticles;
+ float bounceminimumintensity2;
+ float startrefractiveindex;
+ unsigned int seed;
+ randomseed_t randomseed;
+ vec3_t baseshotcolor;
+
+ t->started = 1;
+
+ normalphotonscaling = 1.0f / max(0.0000001f, r_shadow_bouncegrid_state.settings.energyperphoton);
for (lightindex = 0;lightindex < range2;lightindex++)
{
if (lightindex < range)
rtlight->bouncegrid_effectiveradius = 0;
if (!(light->flags & flag))
continue;
- if (settings->staticmode)
+ if (r_shadow_bouncegrid_state.settings.staticmode)
{
// when static, we skip styled lights because they tend to change...
if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2)
rtlight->bouncegrid_effectiveradius = 0;
}
// draw only visible lights (major speedup)
- radius = rtlight->radius * settings->lightradiusscale;
+ radius = rtlight->radius * r_shadow_bouncegrid_state.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 (!r_shadow_bouncegrid_state.settings.staticmode)
{
// skip if the expanded light box does not touch any visible leafs
if (r_refdef.scene.worldmodel
s = rtlight->radius;
lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
if (lightindex >= range)
- lightintensity *= settings->dlightparticlemultiplier;
+ lightintensity *= r_shadow_bouncegrid_state.settings.dlightparticlemultiplier;
rtlight->bouncegrid_photons = lightintensity * s * s * normalphotonscaling;
photoncount += rtlight->bouncegrid_photons;
- VectorScale(rtlight->bouncegrid_photoncolor, settings->particleintensity * settings->energyperphoton, rtlight->bouncegrid_photoncolor);
+ VectorScale(rtlight->bouncegrid_photoncolor, r_shadow_bouncegrid_state.settings.particleintensity * r_shadow_bouncegrid_state.settings.energyperphoton, rtlight->bouncegrid_photoncolor);
// 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)
// like doing that in the typical case
photonscaling = 1.0f;
photonintensity = 1.0f;
- if (photoncount > settings->maxphotons)
+ if (photoncount > r_shadow_bouncegrid_state.settings.maxphotons)
{
- photonscaling = settings->maxphotons / photoncount;
+ photonscaling = r_shadow_bouncegrid_state.settings.maxphotons / photoncount;
photonintensity = 1.0f / photonscaling;
}
rtlight->bouncegrid_photons *= photonscaling;
VectorScale(rtlight->bouncegrid_photoncolor, photonintensity, rtlight->bouncegrid_photoncolor);
}
-}
-static void R_Shadow_BounceGrid_ClearPixels(void)
-{
- // clear the highpixels array we'll be accumulating into
- if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
- r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
- if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
- r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
- r_shadow_bouncegrid_state.highpixels_index = 0;
- r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
- memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ // compute a seed for the unstable random modes
+ Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
+ seed = realtime * 1000.0;
+
+ for (lightindex = 0; lightindex < range2; lightindex++)
+ {
+ if (lightindex < range)
+ {
+ light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+ if (!light)
+ continue;
+ rtlight = &light->rtlight;
+ }
+ else
+ rtlight = r_refdef.scene.lights[lightindex - range];
+ // 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->bouncegrid_photons);
+ // skip if we won't be shooting any photons
+ if (!shootparticles)
+ continue;
+ radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale;
+ //s = settings.particleintensity / shootparticles;
+ //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
+ VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
+ if (VectorLength2(baseshotcolor) <= 0.0f)
+ continue;
+ r_refdef.stats[r_stat_bouncegrid_lights]++;
+ r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
+ // we stop caring about bounces once the brightness goes below this fraction of the original intensity
+ bounceminimumintensity2 = VectorLength(baseshotcolor) * r_shadow_bouncegrid_state.settings.bounceminimumintensity2;
+
+ // check material at shadoworigin to see what the initial refractive index should be
+ startrefractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(rtlight->shadoworigin);
+
+ // for seeded random we start the RNG with the position of the light
+ if (r_shadow_bouncegrid_state.settings.rng_seed >= 0)
+ {
+ union
+ {
+ unsigned int i[4];
+ float f[4];
+ }
+ u;
+ u.f[0] = rtlight->shadoworigin[0];
+ u.f[1] = rtlight->shadoworigin[1];
+ u.f[2] = rtlight->shadoworigin[2];
+ u.f[3] = 1;
+ switch (r_shadow_bouncegrid_state.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] ^ (r_shadow_bouncegrid_state.settings.rng_seed << 1));
+ break;
+ case 1:
+ seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ r_shadow_bouncegrid_state.settings.rng_seed;
+ break;
+ }
+ }
+
+ for (shotparticles = 0; shotparticles < shootparticles && r_shadow_bouncegrid_state.numphotons < r_shadow_bouncegrid_state.settings.maxphotons; shotparticles++)
+ {
+ r_shadow_bouncegrid_photon_t *p = r_shadow_bouncegrid_state.photons + r_shadow_bouncegrid_state.numphotons++;
+ VectorCopy(baseshotcolor, p->color);
+ VectorCopy(rtlight->shadoworigin, p->start);
+ switch (r_shadow_bouncegrid_state.settings.rng_type)
+ {
+ default:
+ case 0:
+ // figure out a random direction for the initial photon to go
+ VectorLehmerRandom(&randomseed, p->end);
+ break;
+ case 1:
+ // figure out a random direction for the initial photon to go
+ VectorCheeseRandom(seed, p->end);
+ break;
+ }
+
+ // we want a uniform distribution spherically, not merely within the sphere
+ if (r_shadow_bouncegrid_state.settings.normalizevectors)
+ VectorNormalize(p->end);
+
+ VectorMA(p->start, radius, p->end, p->end);
+ p->bounceminimumintensity2 = bounceminimumintensity2;
+ p->startrefractiveindex = startrefractiveindex;
+ p->numpaths = 0;
+ }
+ }
+
+ t->done = 1;
}
-static void R_Shadow_BounceGrid_PerformSplats(void)
+static void R_Shadow_BounceGrid_Slice(int zi)
{
- r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths;
- r_shadow_bouncegrid_splatpath_t *splatpath;
float *highpixels = r_shadow_bouncegrid_state.highpixels;
- int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
- int pathindex;
- int xi, yi, zi; // pixel increments
- float xf, yf, zf; // pixel centers
- float splatcolor[32] = { 0 };
+ int xi, yi; // pixel increments
+ float color[32] = { 0 };
float radius = r_shadow_bouncegrid_state.settings.lightpathsize;
float iradius = 1.0f / radius;
+ int slicemins[3], slicemaxs[3];
int resolution[3];
int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
int pixelbands = r_shadow_bouncegrid_state.pixelbands;
+ int photonindex;
+ int samples = r_shadow_bouncegrid_state.settings.subsamples;
+ float isamples = 1.0f / samples;
+ float samplescolorscale = isamples * isamples * isamples;
// we use these a lot, so get a local copy
VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
- for (pathindex = 0, splatpath = splatpaths; pathindex < numsplatpaths; pathindex++, splatpath++)
+ for (photonindex = 0; photonindex < r_shadow_bouncegrid_state.numphotons; photonindex++)
{
- 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++)
+ r_shadow_bouncegrid_photon_t *photon = r_shadow_bouncegrid_state.photons + photonindex;
+ int pathindex;
+ for (pathindex = 0; pathindex < photon->numpaths; pathindex++)
{
- if (zi >= splatpath->slicerange[0] && zi < splatpath->slicerange[1])
+ r_shadow_bouncegrid_photon_path_t *path = photon->paths + pathindex;
+ float pathstart[3], pathend[3], pathmins[3], pathmaxs[3], pathdelta[3], pathdir[3], pathlength2, pathilength;
+
+ VectorSubtract(path->start, r_shadow_bouncegrid_state.mins, pathstart);
+ VectorSubtract(path->end, r_shadow_bouncegrid_state.mins, pathend);
+
+ pathmins[2] = min(pathstart[2], pathend[2]);
+ slicemins[2] = (int)floor((pathmins[2] - radius) * r_shadow_bouncegrid_state.ispacing[2]);
+ pathmaxs[2] = max(pathstart[2], pathend[2]);
+ slicemaxs[2] = (int)floor((pathmaxs[2] + radius) * r_shadow_bouncegrid_state.ispacing[2] + 1);
+
+ // skip if the path doesn't touch this slice
+ if (zi < slicemins[2] || zi >= slicemaxs[2])
+ continue;
+
+ pathmins[0] = min(pathstart[0], pathend[0]);
+ slicemins[0] = (int)floor((pathmins[0] - radius) * r_shadow_bouncegrid_state.ispacing[0]);
+ slicemins[0] = max(slicemins[0], 1);
+ pathmaxs[0] = max(pathstart[0], pathend[0]);
+ slicemaxs[0] = (int)floor((pathmaxs[0] + radius) * r_shadow_bouncegrid_state.ispacing[0]);
+ slicemaxs[0] = min(slicemaxs[0], resolution[0] - 1);
+
+ pathmins[1] = min(pathstart[1], pathend[1]);
+ slicemins[1] = (int)floor((pathmins[1] - radius) * r_shadow_bouncegrid_state.ispacing[1] + 1);
+ slicemins[1] = max(slicemins[1], 1);
+ pathmaxs[1] = max(pathstart[1], pathend[1]);
+ slicemaxs[1] = (int)floor((pathmaxs[1] + radius) * r_shadow_bouncegrid_state.ispacing[1] + 1);
+ slicemaxs[1] = min(slicemaxs[1], resolution[1] - 1);
+
+ // skip if the path is out of bounds on X or Y
+ if (slicemins[0] >= slicemaxs[0] || slicemins[1] >= slicemaxs[1])
+ continue;
+
+ // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+ // accumulate average shotcolor
+ VectorSubtract(pathend, pathstart, pathdelta);
+ pathlength2 = VectorLength2(pathdelta);
+ pathilength = pathlength2 > 0.0f ? 1.0f / sqrt(pathlength2) : 0.0f;
+ VectorScale(pathdelta, pathilength, pathdir);
+ // the color is scaled by the number of subsamples
+ color[0] = path->color[0] * samplescolorscale;
+ color[1] = path->color[1] * samplescolorscale;
+ color[2] = path->color[2] * samplescolorscale;
+ color[3] = 0.0f;
+ if (pixelbands > 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;
- }
+ // 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.
+ float intensity = VectorLength(color);
+ color[4] = pathdir[0] * intensity;
+ color[5] = pathdir[1] * intensity;
+ color[6] = pathdir[2] * intensity;
+ color[7] = intensity;
+ // for each color component (R, G, B) calculate the amount that a
+ // direction contributes
+ color[8] = color[0] * max(0.0f, pathdir[0]);
+ color[9] = color[0] * max(0.0f, pathdir[1]);
+ color[10] = color[0] * max(0.0f, pathdir[2]);
+ color[11] = 0.0f;
+ color[12] = color[1] * max(0.0f, pathdir[0]);
+ color[13] = color[1] * max(0.0f, pathdir[1]);
+ color[14] = color[1] * max(0.0f, pathdir[2]);
+ color[15] = 0.0f;
+ color[16] = color[2] * max(0.0f, pathdir[0]);
+ color[17] = color[2] * max(0.0f, pathdir[1]);
+ color[18] = color[2] * max(0.0f, pathdir[2]);
+ color[19] = 0.0f;
+ // and do the same for negative directions
+ color[20] = color[0] * max(0.0f, -pathdir[0]);
+ color[21] = color[0] * max(0.0f, -pathdir[1]);
+ color[22] = color[0] * max(0.0f, -pathdir[2]);
+ color[23] = 0.0f;
+ color[24] = color[1] * max(0.0f, -pathdir[0]);
+ color[25] = color[1] * max(0.0f, -pathdir[1]);
+ color[26] = color[1] * max(0.0f, -pathdir[2]);
+ color[27] = 0.0f;
+ color[28] = color[2] * max(0.0f, -pathdir[0]);
+ color[29] = color[2] * max(0.0f, -pathdir[1]);
+ color[30] = color[2] * max(0.0f, -pathdir[2]);
+ color[31] = 0.0f;
}
- }
- 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])
- {
- for (pathindex = slicefirstpathindex; pathindex >= 0; pathindex = splatpaths[pathindex].nextpathonslice)
+
+ for (yi = slicemins[1]; yi < slicemaxs[1]; yi++)
{
- 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)
+ for (xi = slicemins[0]; xi < slicemaxs[0]; xi++)
{
- 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])
+ float sample[3], diff[3], nearest[3], along, distance2;
+ float *p = highpixels + 4 * ((zi * resolution[1] + yi) * resolution[0] + xi);
+ int xs, ys, zs;
+ // loop over the subsamples
+ for (zs = 0; zs < samples; zs++)
{
- float distx = (splatpath->slicecenter[0] - xf) * iradius;
- float distxyz = (distx * distx + distyz);
- if (distxyz < 1.0f)
+ sample[2] = (zi + (zs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[2];
+ for (ys = 0; ys < samples; ys++)
{
- // 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)
+ sample[1] = (yi + (ys + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[1];
+ for (xs = 0; xs < samples; xs++)
{
- // 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;
+ sample[0] = (xi + (xs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[0];
+
+ // measure distance from subsample to line segment and see if it is within radius
+ along = DotProduct(sample, pathdir) * pathilength;
+ if (along <= 0)
+ VectorCopy(pathstart, nearest);
+ else if (along >= 1)
+ VectorCopy(pathend, nearest);
+ else
+ VectorLerp(pathstart, along, pathend, nearest);
+ VectorSubtract(sample, nearest, diff);
+ VectorScale(diff, iradius, diff);
+ distance2 = VectorLength2(diff);
+ if (distance2 < 1.0f)
+ {
+ // contribute some color to this pixel, across all bands
+ float w = 1.0f - sqrt(distance2);
+ int band;
+ w *= w;
+ if (pixelbands > 1)
+ {
+ // small optimization for alpha - only color[7] is non-zero, so skip the rest of the alpha elements.
+ p[pixelsperband * 4 + 3] += color[7] * w;
+ }
+ for (band = 0; band < pixelbands; band++)
+ {
+ // add to the pixel color (RGB only - see above)
+ p[band * pixelsperband * 4 + 0] += color[band * 4 + 0] * w;
+ p[band * pixelsperband * 4 + 1] += color[band * 4 + 1] * w;
+ p[band * pixelsperband * 4 + 2] += color[band * 4 + 2] * w;
+ }
+ }
}
}
}
}
}
+static void R_Shadow_BounceGrid_Slice_Task(taskqueue_task_t *t)
+{
+ t->started = 1;
+ R_Shadow_BounceGrid_Slice((int)t->i[0]);
+ t->done = 1;
+}
+
+static void R_Shadow_BounceGrid_EnqueueSlices_Task(taskqueue_task_t *t)
+{
+ int i, slices;
+ // we need to wait for the texture clear to finish before we start adding light to it
+ if (r_shadow_bouncegrid_state.cleartex_task.done == 0)
+ {
+ TaskQueue_Yield(t);
+ return;
+ }
+ t->started = 1;
+ slices = r_shadow_bouncegrid_state.resolution[2] - 2;
+ for (i = 0; i < slices; i++)
+ TaskQueue_Setup(r_shadow_bouncegrid_state.slices_tasks + i, NULL, R_Shadow_BounceGrid_Slice_Task, i + 1, 0, NULL, NULL);
+ TaskQueue_Enqueue(slices, r_shadow_bouncegrid_state.slices_tasks);
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.slices_done_task, NULL, TaskQueue_Task_CheckTasksDone, slices, 0, r_shadow_bouncegrid_state.slices_tasks, 0);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.slices_done_task);
+ t->done = 1;
+}
+
static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
{
const float *inpixel;
}
}
-static void R_Shadow_BounceGrid_BlurPixels(void)
+static void R_Shadow_BounceGrid_BlurPixels_Task(taskqueue_task_t *t)
{
float *pixels[4];
unsigned int resolution[3];
+ t->started = 1;
+ if (r_shadow_bouncegrid_state.settings.blur)
+ {
+ VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
- if (!r_shadow_bouncegrid_state.settings.blur)
- return;
-
- VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
-
- pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
- pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
- pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
- pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+ pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+ pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
+ pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+ pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1];
- // blur on X
- R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
- // blur on Y
- R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
- // blur on Z
- R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
+ // blur on X
+ R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4);
+ // blur on Y
+ R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4);
+ // blur on Z
+ R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4);
- // toggle the state, highpixels now points to pixels[3] result
- r_shadow_bouncegrid_state.highpixels_index ^= 1;
- r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+ // toggle the state, highpixels now points to pixels[3] result
+ r_shadow_bouncegrid_state.highpixels_index ^= 1;
+ r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
+ }
+ t->done = 1;
}
static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
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, int flag)
+void R_Shadow_BounceGrid_ClearTex_Task(taskqueue_task_t *t)
{
- dlight_t *light;
- int bouncecount;
- int hitsupercontentsmask;
- int skipsupercontentsmask;
- int skipmaterialflagsmask;
- int maxbounce;
- int shootparticles;
- int shotparticles;
- float bounceminimumintensity2;
- trace_t cliptrace;
- //trace_t cliptrace2;
- //trace_t cliptrace3;
- unsigned int lightindex;
- unsigned int seed;
- randomseed_t randomseed;
- vec3_t shotcolor;
- vec3_t baseshotcolor;
- vec3_t surfcolor;
- vec3_t clipend;
- vec3_t clipstart;
- vec3_t clipdiff;
- vec_t radius;
- vec_t distancetraveled;
- vec_t s;
- rtlight_t *rtlight;
-
- // compute a seed for the unstable random modes
- Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0);
- seed = realtime * 1000.0;
-
- r_shadow_bouncegrid_state.numsplatpaths = 0;
+ t->started = 1;
+ memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ t->done = 1;
+}
+static void R_Shadow_BounceGrid_TracePhotons_Shot(r_shadow_bouncegrid_photon_t *p, int remainingbounces, vec3_t shotstart, vec3_t shotend, vec3_t shotcolor, float bounceminimumintensity2, float previousrefractiveindex)
+{
+ int hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask;
+ vec3_t shothit;
+ vec3_t surfacenormal;
+ vec3_t reflectstart, reflectend, reflectcolor;
+ vec3_t refractstart, refractend, refractcolor;
+ vec_t s;
+ float reflectamount = 1.0f;
+ trace_t cliptrace;
// figure out what we want to interact with
- if (settings.hitmodels)
- hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
- else
- hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK;
+ hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
skipsupercontentsmask = 0;
- skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT;
- maxbounce = settings.maxbounce;
-
- for (lightindex = 0;lightindex < range2;lightindex++)
+ skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND;
+ //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 (r_shadow_bouncegrid_state.settings.staticmode || r_shadow_bouncegrid_state.settings.rng_seed < 0 || r_shadow_bouncegrid_threaded.integer)
{
- if (lightindex < range)
+ // 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
+ cliptrace = CL_TraceLine(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
+ }
+ else
+ {
+ // dynamic mode fires many rays and most will match the cache from the previous frame
+ cliptrace = CL_Cache_TraceLineSurfaces(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
+ }
+ VectorCopy(cliptrace.endpos, shothit);
+ if ((remainingbounces == r_shadow_bouncegrid_state.settings.maxbounce || r_shadow_bouncegrid_state.settings.includedirectlighting) && p->numpaths < PHOTON_MAX_PATHS)
+ {
+ qboolean notculled = true;
+ // cull paths that fail R_CullBox in dynamic mode
+ if (!r_shadow_bouncegrid_state.settings.staticmode
+ && r_shadow_bouncegrid_dynamic_culllightpaths.integer)
{
- light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
- if (!light)
- continue;
- rtlight = &light->rtlight;
+ vec3_t cullmins, cullmaxs;
+ cullmins[0] = min(shotstart[0], shothit[0]) - r_shadow_bouncegrid_state.settings.spacing[0] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmins[1] = min(shotstart[1], shothit[1]) - r_shadow_bouncegrid_state.settings.spacing[1] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmins[2] = min(shotstart[2], shothit[2]) - r_shadow_bouncegrid_state.settings.spacing[2] - r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[0] = max(shotstart[0], shothit[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[1] = max(shotstart[1], shothit[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize;
+ cullmaxs[2] = max(shotstart[2], shothit[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize;
+ if (R_CullBox(cullmins, cullmaxs))
+ notculled = false;
}
- else
- rtlight = r_refdef.scene.lights[lightindex - range];
- // 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->bouncegrid_photons);
- // skip if we won't be shooting any photons
- if (!shootparticles)
- continue;
- radius = rtlight->radius * settings.lightradiusscale;
- //s = settings.particleintensity / shootparticles;
- //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor);
- VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor);
- if (VectorLength2(baseshotcolor) <= 0.0f)
- continue;
- r_refdef.stats[r_stat_bouncegrid_lights]++;
- r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles;
- // we stop caring about bounces once the brightness goes below this fraction of the original intensity
- bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2;
-
- // for seeded random we start the RNG with the position of the light
- if (settings.rng_seed >= 0)
+ if (notculled)
{
- union
+ r_shadow_bouncegrid_photon_path_t *path = p->paths + p->numpaths++;
+ VectorCopy(shotstart, path->start);
+ VectorCopy(shothit, path->end);
+ VectorCopy(shotcolor, path->color);
+ }
+ }
+ if (cliptrace.fraction < 1.0f && remainingbounces > 0)
+ {
+ // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
+ // also clamp the resulting color to never add energy, even if the user requests extreme values
+ VectorCopy(cliptrace.plane.normal, surfacenormal);
+ VectorSet(reflectcolor, 0.5f, 0.5f, 0.5f);
+ VectorClear(refractcolor);
+ // FIXME: we need to determine the exact triangle, vertex color and texcoords and texture color and texture normal for the impacted point
+ if (cliptrace.hittexture)
+ {
+ if (cliptrace.hittexture->currentskinframe)
+ VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, reflectcolor);
+ if (cliptrace.hittexture->currentalpha < 1.0f && (cliptrace.hittexture->currentmaterialflags & (MATERIALFLAG_ALPHA | MATERIALFLAG_ALPHATEST)))
{
- unsigned int i[4];
- float f[4];
+ reflectamount *= cliptrace.hittexture->currentalpha;
+ if (cliptrace.hittexture->currentskinframe)
+ reflectamount *= cliptrace.hittexture->currentskinframe->avgcolor[3];
}
- u;
- u.f[0] = rtlight->shadoworigin[0];
- u.f[1] = rtlight->shadoworigin[1];
- u.f[2] = rtlight->shadoworigin[2];
- u.f[3] = 1;
- switch (settings.rng_type)
+ if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
{
- 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] ^ settings.rng_seed;
- break;
+ float Fresnel;
+ vec3_t lightdir;
+ //reflectchance = pow(min(1.0f, 1.0f - cliptrace.
+ VectorSubtract(shotstart, shotend, lightdir);
+ VectorNormalize(lightdir);
+ Fresnel = min(1.0f, 1.0f - DotProduct(lightdir, surfacenormal));
+ Fresnel = Fresnel * Fresnel * (cliptrace.hittexture->reflectmax - cliptrace.hittexture->reflectmin) + cliptrace.hittexture->reflectmin;
+ reflectamount *= Fresnel;
+ VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor);
}
+ if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_REFRACTION)
+ VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor);
+ // make sure we do not gain energy even if surface colors are out of bounds
+ reflectcolor[0] = min(reflectcolor[0], 1.0f);
+ reflectcolor[1] = min(reflectcolor[1], 1.0f);
+ reflectcolor[2] = min(reflectcolor[2], 1.0f);
+ refractcolor[0] = min(refractcolor[0], 1.0f);
+ refractcolor[1] = min(refractcolor[1], 1.0f);
+ refractcolor[2] = min(refractcolor[2], 1.0f);
}
+ // reflected and refracted shots
+ VectorScale(reflectcolor, r_shadow_bouncegrid_state.settings.particlebounceintensity * reflectamount, reflectcolor);
+ VectorScale(refractcolor, (1.0f - reflectamount), refractcolor);
+ VectorMultiply(reflectcolor, shotcolor, reflectcolor);
+ VectorMultiply(refractcolor, shotcolor, refractcolor);
- for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
+ if (VectorLength2(reflectcolor) >= bounceminimumintensity2)
{
- VectorCopy(baseshotcolor, shotcolor);
- VectorCopy(rtlight->shadoworigin, clipstart);
- switch (settings.rng_type)
- {
- default:
- case 0:
- VectorLehmerRandom(&randomseed, clipend);
- break;
- case 1:
- VectorCheeseRandom(seed, clipend);
- break;
- }
-
- // we want a uniform distribution spherically, not merely within the sphere
- if (settings.normalizevectors)
- VectorNormalize(clipend);
+ // reflect the remaining portion of the line across plane normal
+ VectorSubtract(shotend, shothit, reflectend);
+ VectorReflect(reflectend, 1.0, surfacenormal, reflectend);
+ // calculate the new line start and end
+ VectorCopy(shothit, reflectstart);
+ VectorAdd(reflectstart, reflectend, reflectend);
+ R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, reflectstart, reflectend, reflectcolor, bounceminimumintensity2, previousrefractiveindex);
+ }
- 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.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
- cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true);
- }
- else
- {
- // dynamic mode fires many rays and most will match the cache from the previous frame
- cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask);
- }
- if (bouncecount > 0 || settings.includedirectlighting)
- {
- vec3_t hitpos;
- VectorCopy(cliptrace.endpos, hitpos);
- 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;
- if (cliptrace.fraction >= 1.0f)
- break;
- r_refdef.stats[r_stat_bouncegrid_hits]++;
- rtlight->bouncegrid_hits++;
- if (bouncecount >= maxbounce)
- break;
- // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
- // also clamp the resulting color to never add energy, even if the user requests extreme values
- if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
- VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
- else
- VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
- VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
- surfcolor[0] = min(surfcolor[0], 1.0f);
- surfcolor[1] = min(surfcolor[1], 1.0f);
- surfcolor[2] = min(surfcolor[2], 1.0f);
- VectorMultiply(shotcolor, surfcolor, shotcolor);
- if (VectorLength2(shotcolor) <= bounceminimumintensity2)
- break;
- r_refdef.stats[r_stat_bouncegrid_bounces]++;
- // reflect the remaining portion of the line across plane normal
- VectorSubtract(clipend, cliptrace.endpos, clipdiff);
- VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
- // calculate the new line start and end
- VectorCopy(cliptrace.endpos, clipstart);
- VectorAdd(clipstart, clipend, clipend);
- }
+ if (VectorLength2(refractcolor) >= bounceminimumintensity2)
+ {
+ // Check what refractive index is on the other side
+ float refractiveindex;
+ VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart);
+ refractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(refractstart);
+ // reflect the remaining portion of the line across plane normal
+ VectorSubtract(shotend, shothit, refractend);
+ s = refractiveindex / previousrefractiveindex;
+ VectorReflect(refractend, -1.0f / s, surfacenormal, refractend);
+ // we also need to reflect the start to the other side of the plane so it doesn't just hit the same surface again
+ // calculate the new line start and end
+ VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart);
+ VectorAdd(refractstart, refractend, refractend);
+ R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, refractstart, refractend, refractcolor, bounceminimumintensity2, refractiveindex);
}
}
}
+static void R_Shadow_BounceGrid_TracePhotons_ShotTask(taskqueue_task_t *t)
+{
+ r_shadow_bouncegrid_photon_t *p = (r_shadow_bouncegrid_photon_t *)t->p[0];
+ t->started = 1;
+ R_Shadow_BounceGrid_TracePhotons_Shot(p, r_shadow_bouncegrid_state.settings.maxbounce, p->start, p->end, p->color, p->bounceminimumintensity2, p->startrefractiveindex);
+ t->done = 1;
+}
+
+static void R_Shadow_BounceGrid_EnqueuePhotons_Task(taskqueue_task_t *t)
+{
+ int i;
+ t->started = 1;
+ for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++)
+ TaskQueue_Setup(r_shadow_bouncegrid_state.photons_tasks + i, NULL, R_Shadow_BounceGrid_TracePhotons_ShotTask, 0, 0, r_shadow_bouncegrid_state.photons + i, NULL);
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.photons_done_task, NULL, TaskQueue_Task_CheckTasksDone, r_shadow_bouncegrid_state.numphotons, 0, r_shadow_bouncegrid_state.photons_tasks, NULL);
+ if (r_shadow_bouncegrid_threaded.integer)
+ {
+ TaskQueue_Enqueue(r_shadow_bouncegrid_state.numphotons, r_shadow_bouncegrid_state.photons_tasks);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.photons_done_task);
+ }
+ else
+ {
+ // when not threaded we still have to report task status
+ for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++)
+ r_shadow_bouncegrid_state.photons_tasks[i].func(r_shadow_bouncegrid_state.photons_tasks + i);
+ r_shadow_bouncegrid_state.photons_done_task.done = 1;
+ }
+ t->done = 1;
+}
+
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
enable = R_Shadow_BounceGrid_CheckEnable(flag);
if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
+ if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+ if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
r_shadow_bouncegrid_state.numpixels = 0;
+ r_shadow_bouncegrid_state.numphotons = 0;
r_shadow_bouncegrid_state.directional = false;
if (!enable)
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);
- R_TimeReport("bg_assignphotons");
+ // allocate the highpixels array we'll be accumulating light into
+ if (r_shadow_bouncegrid_state.blurpixels[0] == NULL)
+ r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL)
+ r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+ r_shadow_bouncegrid_state.highpixels_index = 0;
+ r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index];
- // trace the photons from lights and accumulate illumination
- R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag);
- R_TimeReport("bg_tracephotons");
+ // set up the tracking of photon data
+ if (r_shadow_bouncegrid_state.photons == NULL)
+ r_shadow_bouncegrid_state.photons = (r_shadow_bouncegrid_photon_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(r_shadow_bouncegrid_photon_t));
+ if (r_shadow_bouncegrid_state.photons_tasks == NULL)
+ r_shadow_bouncegrid_state.photons_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t));
+ r_shadow_bouncegrid_state.numphotons = 0;
+
+ // set up the tracking of slice tasks
+ if (r_shadow_bouncegrid_state.slices_tasks == NULL)
+ r_shadow_bouncegrid_state.slices_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t));
+
+ memset(&r_shadow_bouncegrid_state.cleartex_task, 0, sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.assignphotons_task, 0, sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.enqueuephotons_task, 0, sizeof(taskqueue_task_t));
+ memset(r_shadow_bouncegrid_state.photons_tasks, 0, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.photons_done_task, 0, sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.enqueue_slices_task, 0, sizeof(taskqueue_task_t));
+ memset(r_shadow_bouncegrid_state.slices_tasks, 0, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.slices_done_task, 0, sizeof(taskqueue_task_t));
+ memset(&r_shadow_bouncegrid_state.blurpixels_task, 0, sizeof(taskqueue_task_t));
// clear the texture
- R_Shadow_BounceGrid_ClearPixels();
- R_TimeReport("bg_cleartex");
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.cleartex_task, NULL, R_Shadow_BounceGrid_ClearTex_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.cleartex_task);
- // accumulate the light splatting into texture
- R_Shadow_BounceGrid_PerformSplats();
- R_TimeReport("bg_lighttex");
+ // calculate weighting factors for distributing photons among the lights
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.assignphotons_task, NULL, R_Shadow_BounceGrid_AssignPhotons_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.assignphotons_task);
+
+ // enqueue tasks to trace the photons from lights
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueuephotons_task, &r_shadow_bouncegrid_state.assignphotons_task, R_Shadow_BounceGrid_EnqueuePhotons_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueuephotons_task);
+
+ // accumulate the light paths into texture
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueue_slices_task, &r_shadow_bouncegrid_state.photons_done_task, R_Shadow_BounceGrid_EnqueueSlices_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueue_slices_task);
// apply a mild blur filter to the texture
- R_Shadow_BounceGrid_BlurPixels();
- R_TimeReport("bg_blurtex");
+ TaskQueue_Setup(&r_shadow_bouncegrid_state.blurpixels_task, &r_shadow_bouncegrid_state.slices_done_task, R_Shadow_BounceGrid_BlurPixels_Task, 0, 0, NULL, NULL);
+ TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.blurpixels_task);
+
+ TaskQueue_WaitForTaskDone(&r_shadow_bouncegrid_state.blurpixels_task);
+ R_TimeReport("bouncegrid_gen");
// convert the pixels to lower precision and upload the texture
+ // this unfortunately has to run on the main thread for OpenGL calls, so we have to block on the previous task...
R_Shadow_BounceGrid_ConvertPixelsAndUpload();
- R_TimeReport("bg_uploadtex");
+ R_TimeReport("bouncegrid_tex");
// after we compute the static lighting we don't need to keep the highpixels array around
if (settings.staticmode)
if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL;
if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL;
if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL;
- if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL;
- r_shadow_bouncegrid_state.maxsplatpaths = 0;
+ if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL;
+ if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL;
+ if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL;
}
}