From: havoc Date: Tue, 29 Nov 2016 03:24:12 +0000 (+0000) Subject: Rewrote bouncegrid path splatting, it now has a cone shape which grows with distance... X-Git-Tag: xonotic-v0.8.5~88^2~18 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=ea4908b279c9f7752cafa403a056dcc85626a553;p=xonotic%2Fdarkplaces.git Rewrote bouncegrid path splatting, it now has a cone shape which grows with distance, which reduces the splotchy look (cvars r_shadow_bouncegrid_lightpathsize_initial and r_shadow_bouncegrid_lightpathsize_conespread control this). 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 --- diff --git a/r_shadow.c b/r_shadow.c index 0d05ac1e..8b43bf44 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -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; diff --git a/r_shadow.h b/r_shadow.h index fc36f337..3346b77e 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -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;