From 96c5fb3f2bf6068164d1cd425965c0be51b92ea2 Mon Sep 17 00:00:00 2001 From: havoc Date: Sat, 27 Aug 2016 18:00:00 +0000 Subject: [PATCH] Refactored r_shadow_bouncegrid code into several functions, changed photon distribution math to make the photons more stable from frame to frame (in dynamic mode), the number of photons fired is now based on r_shadow_bouncegrid_intensityperphoton rather than always going for maximum photons (accordingly r_shadow_bouncegrid_photons has been renamed maxphotons and will still apply the old logic if it must). git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12274 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 18 +- r_shadow.c | 676 ++++++++++++++++++++++++++++++----------------------- r_shadow.h | 50 +++- 3 files changed, 440 insertions(+), 304 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 58b5e704..3d5cf6fc 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2415,10 +2415,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) + if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; - if (r_shadow_bouncegriddirectional) + if (r_shadow_bouncegrid_state.directional) permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); @@ -2473,10 +2473,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; - if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) + if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; - if (r_shadow_bouncegriddirectional) + if (r_shadow_bouncegrid_state.directional) permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); @@ -2570,10 +2570,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, // ordinary vertex coloring (q3bsp) mode = SHADERMODE_VERTEXCOLOR; } - if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld) + if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld) { permutation |= SHADERPERMUTATION_BOUNCEGRID; - if (r_shadow_bouncegriddirectional) + if (r_shadow_bouncegrid_state.directional) permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; } GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); @@ -2871,8 +2871,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias); if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);} - if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale); + if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);} + if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale); if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white ); if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white ); @@ -2916,7 +2916,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture ); } } - if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture); + if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture); CHECKGLERROR break; case RENDERPATH_GL11: diff --git a/r_shadow.c b/r_shadow.c index e267d5f0..c5f45ed9 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -336,14 +336,16 @@ cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_l cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "2", "maximum number of bounces for a particle (minimum is 0)"}; cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "total photons to shoot per update, divided proportionately between lights"}; +cvar_t r_shadow_bouncegrid_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by intensityperphoton"}; +cvar_t r_shadow_bouncegrid_intensityperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_intensityperphoton", "10000", "amount of light that one photon should represent"}; cvar_t r_shadow_bouncegrid_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_spacing", "64", "unit size of bouncegrid pixel"}; cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"}; cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; -cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"}; +cvar_t r_shadow_bouncegrid_static_intensityperphoton = {CVAR_SAVE, "r_shadow_bouncegrid_static_intensityperphoton", "1000", "amount of light that one photon should represent in static mode"}; cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"}; cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"}; @@ -376,35 +378,7 @@ cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", cvar_t r_editlights_current_normalmode = {0, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"}; cvar_t r_editlights_current_realtimemode = {0, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"}; - -typedef struct r_shadow_bouncegrid_settings_s -{ - qboolean staticmode; - qboolean bounceanglediffuse; - qboolean directionalshading; - qboolean includedirectlighting; - float dlightparticlemultiplier; - qboolean hitmodels; - float lightradiusscale; - int maxbounce; - float particlebounceintensity; - float particleintensity; - int photons; - float spacing[3]; - int stablerandom; -} -r_shadow_bouncegrid_settings_t; - -r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings; -rtexture_t *r_shadow_bouncegridtexture; -matrix4x4_t r_shadow_bouncegridmatrix; -vec_t r_shadow_bouncegridintensity; -qboolean r_shadow_bouncegriddirectional; -static double r_shadow_bouncegridtime; -static int r_shadow_bouncegridresolution[3]; -static int r_shadow_bouncegridnumpixels; -static unsigned char *r_shadow_bouncegridpixels; -static float *r_shadow_bouncegridhighpixels; +r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error #define ATTENTABLESIZE 256 @@ -556,11 +530,7 @@ static void R_Shadow_FreeShadowMaps(void) static void r_shadow_start(void) { // allocate vertex processing arrays - r_shadow_bouncegridpixels = NULL; - r_shadow_bouncegridhighpixels = NULL; - r_shadow_bouncegridnumpixels = 0; - r_shadow_bouncegridtexture = NULL; - r_shadow_bouncegriddirectional = false; + memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -616,6 +586,29 @@ static void r_shadow_start(void) r_shadow_usingdeferredprepass = false; r_shadow_prepass_width = r_shadow_prepass_height = 0; + + // determine renderpath specific capabilities, we don't need to figure + // these out per frame... + switch(vid.renderpath) + { + case RENDERPATH_GL20: + r_shadow_bouncegrid_state.allowdirectionalshading = true; + r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; + break; + case RENDERPATH_GLES2: + // for performance reasons, do not use directional shading on GLES devices + r_shadow_bouncegrid_state.capable = vid.support.ext_texture_3d; + break; + // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them... + case RENDERPATH_GL11: + case RENDERPATH_GL13: + case RENDERPATH_GLES1: + case RENDERPATH_SOFT: + case RENDERPATH_D3D9: + case RENDERPATH_D3D10: + case RENDERPATH_D3D11: + break; + } } static void R_Shadow_FreeDeferred(void); @@ -632,11 +625,7 @@ static void r_shadow_shutdown(void) r_shadow_prepass_width = r_shadow_prepass_height = 0; CHECKGLERROR - r_shadow_bouncegridtexture = NULL; - r_shadow_bouncegridpixels = NULL; - r_shadow_bouncegridhighpixels = NULL; - r_shadow_bouncegridnumpixels = 0; - r_shadow_bouncegriddirectional = false; + memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; r_shadow_attenuation2dtexture = NULL; r_shadow_attenuation3dtexture = NULL; @@ -704,7 +693,7 @@ static void r_shadow_shutdown(void) static void r_shadow_newmap(void) { - if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture);r_shadow_bouncegridtexture = 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); if (r_editlights_sprcursor) R_SkinFrame_MarkUsed(r_editlights_sprcursor); if (r_editlights_sprlight) R_SkinFrame_MarkUsed(r_editlights_sprlight); @@ -779,14 +768,16 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce); Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity); - Cvar_RegisterVariable(&r_shadow_bouncegrid_photons); + Cvar_RegisterVariable(&r_shadow_bouncegrid_maxphotons); + Cvar_RegisterVariable(&r_shadow_bouncegrid_intensityperphoton); Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing); Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom); Cvar_RegisterVariable(&r_shadow_bouncegrid_static); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_lightradiusscale); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxbounce); - Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_intensityperphoton); Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval); Cvar_RegisterVariable(&r_shadow_bouncegrid_x); Cvar_RegisterVariable(&r_shadow_bouncegrid_y); @@ -2330,94 +2321,14 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean stenciltest, qboolean shadow R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } -void R_Shadow_UpdateBounceGridTexture(void) +static qboolean R_Shadow_BounceGrid_CheckEnable(int flag) { -#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576 + qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; + int lightindex; + int range; dlight_t *light; - int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; - int bouncecount; - int hitsupercontentsmask; - int maxbounce; - int numpixels; - int resolution[3]; - int shootparticles; - int shotparticles; - int photoncount; - int tex[3]; - trace_t cliptrace; - //trace_t cliptrace2; - //trace_t cliptrace3; - unsigned char *pixel; - unsigned char *pixels; - float *highpixel; - float *highpixels; - unsigned int lightindex; - unsigned int range; - unsigned int range1; - unsigned int range2; - unsigned int seed = (unsigned int)(realtime * 1000.0f); - vec3_t shotcolor; - vec3_t baseshotcolor; - vec3_t surfcolor; - vec3_t clipend; - vec3_t clipstart; - vec3_t clipdiff; - vec3_t ispacing; - vec3_t maxs; - vec3_t mins; - vec3_t size; - vec3_t spacing; - vec3_t lightcolor; - vec3_t steppos; - vec3_t stepdelta; - vec3_t cullmins, cullmaxs; - vec_t radius; - vec_t s; - vec_t lightintensity; - vec_t photonscaling; - vec_t photonresidual; - float m[16]; - float texlerp[2][3]; - float splatcolor[32]; - float pixelweight[8]; - float w; - int c[4]; - int pixelindex[8]; - int corner; - int pixelsperband; - int pixelband; - int pixelbands; - int numsteps; - int step; - int x, y, z; rtlight_t *rtlight; - r_shadow_bouncegrid_settings_t settings; - qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; - qboolean allowdirectionalshading = false; - switch(vid.renderpath) - { - case RENDERPATH_GL20: - allowdirectionalshading = true; - if (!vid.support.ext_texture_3d) - return; - break; - case RENDERPATH_GLES2: - // for performance reasons, do not use directional shading on GLES devices - if (!vid.support.ext_texture_3d) - return; - break; - // these renderpaths do not currently have the code to display the bouncegrid, so disable it on them... - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - case RENDERPATH_SOFT: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - return; - } - - r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value; + vec3_t lightcolor; // see if there are really any lights to render... if (enable && r_shadow_bouncegrid_static.integer) @@ -2441,61 +2352,73 @@ void R_Shadow_UpdateBounceGridTexture(void) } } - if (!enable) - { - if (r_shadow_bouncegridtexture) - { - R_FreeTexture(r_shadow_bouncegridtexture); - r_shadow_bouncegridtexture = NULL; - } - if (r_shadow_bouncegridpixels) - Mem_Free(r_shadow_bouncegridpixels); - r_shadow_bouncegridpixels = NULL; - if (r_shadow_bouncegridhighpixels) - Mem_Free(r_shadow_bouncegridhighpixels); - r_shadow_bouncegridhighpixels = NULL; - r_shadow_bouncegridnumpixels = 0; - r_shadow_bouncegriddirectional = false; - return; - } + return enable; +} + +static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t *settings) +{ + // prevent any garbage in alignment padded areas as we'll be using memcmp + memset(settings, 0, sizeof(*settings)); // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters - memset(&settings, 0, sizeof(settings)); - settings.staticmode = r_shadow_bouncegrid_static.integer != 0; - settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; - settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading; - settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value; - settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0; - settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2; - settings.lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value); - settings.maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer); - settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value; - settings.particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings.directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value); - settings.photons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer; - settings.spacing[0] = r_shadow_bouncegrid_spacing.value; - settings.spacing[1] = r_shadow_bouncegrid_spacing.value; - settings.spacing[2] = r_shadow_bouncegrid_spacing.value; - settings.stablerandom = r_shadow_bouncegrid_stablerandom.integer; + settings->staticmode = r_shadow_bouncegrid_static.integer != 0; + settings->bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; + settings->directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading; + settings->dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value; + settings->hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0; + settings->includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2; + settings->lightradiusscale = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_lightradiusscale.value); + settings->maxbounce = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_maxbounce.integer); + settings->particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value; + settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings->directionalshading ? 4.0f : 1.0f) / (r_shadow_bouncegrid_spacing.value * r_shadow_bouncegrid_spacing.value); + settings->maxphotons = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_maxphotons.integer; + settings->intensityperphoton = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_intensityperphoton.integer : r_shadow_bouncegrid_intensityperphoton.integer; + settings->spacing[0] = r_shadow_bouncegrid_spacing.value; + settings->spacing[1] = r_shadow_bouncegrid_spacing.value; + settings->spacing[2] = r_shadow_bouncegrid_spacing.value; + settings->stablerandom = r_shadow_bouncegrid_stablerandom.integer; // bound the values for sanity - settings.photons = bound(1, settings.photons, 1048576); - settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f); - settings.maxbounce = bound(0, settings.maxbounce, 16); - 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); + settings->maxphotons = bound(1, settings->maxphotons, 25000000); + settings->lightradiusscale = bound(0.0001f, settings->lightradiusscale, 1024.0f); + settings->maxbounce = bound(0, settings->maxbounce, 16); + 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); +} + +static void R_Shadow_BounceGrid_UpdateSpacing(void) +{ + float m[16]; + int c[4]; + int resolution[3]; + int numpixels; + vec3_t ispacing; + vec3_t maxs; + vec3_t mins; + vec3_t size; + vec3_t spacing; + r_shadow_bouncegrid_settings_t *settings = &r_shadow_bouncegrid_state.settings; // get the spacing values - spacing[0] = settings.spacing[0]; - spacing[1] = settings.spacing[1]; - spacing[2] = settings.spacing[2]; + spacing[0] = settings->spacing[0]; + spacing[1] = settings->spacing[1]; + spacing[2] = settings->spacing[2]; ispacing[0] = 1.0f / spacing[0]; ispacing[1] = 1.0f / spacing[1]; ispacing[2] = 1.0f / spacing[2]; // calculate texture size enclosing entire world bounds at the spacing - VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins); - VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs); + if (r_refdef.scene.worldmodel) + { + VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins); + VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs); + } + else + { + VectorSet(mins, -1048576.0f, -1048576.0f, -1048576.0f); + VectorSet(maxs, 1048576.0f, 1048576.0f, 1048576.0f); + } VectorSubtract(maxs, mins, size); // now we can calculate the resolution we want c[0] = (int)floor(size[0] / spacing[0] + 0.5f); @@ -2523,7 +2446,7 @@ void R_Shadow_UpdateBounceGridTexture(void) // if dynamic we may or may not want to use the world bounds // if the dynamic size is smaller than the world bounds, use it instead - if (!settings.staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2])) + if (!settings->staticmode && (r_shadow_bouncegrid_x.integer * r_shadow_bouncegrid_y.integer * r_shadow_bouncegrid_z.integer < resolution[0] * resolution[1] * resolution[2])) { // we know the resolution we want c[0] = r_shadow_bouncegrid_x.integer; @@ -2557,63 +2480,66 @@ void R_Shadow_UpdateBounceGridTexture(void) // recalculate the maxs in case the resolution was not satisfactory VectorAdd(mins, size, maxs); - // if all the settings seem identical to the previous update, return - if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings))) - return; - - // store the new settings - r_shadow_bouncegridsettings = settings; - - pixelbands = settings.directionalshading ? 8 : 1; - pixelsperband = resolution[0]*resolution[1]*resolution[2]; - numpixels = pixelsperband*pixelbands; + // check if this changed the texture size + r_shadow_bouncegrid_state.createtexture = !(r_shadow_bouncegrid_state.texture && r_shadow_bouncegrid_state.resolution[0] == resolution[0] && r_shadow_bouncegrid_state.resolution[1] == resolution[1] && r_shadow_bouncegrid_state.resolution[2] == resolution[2] && r_shadow_bouncegrid_state.directional == r_shadow_bouncegrid_state.settings.directionalshading); + r_shadow_bouncegrid_state.directional = r_shadow_bouncegrid_state.settings.directionalshading; + VectorCopy(mins, r_shadow_bouncegrid_state.mins); + VectorCopy(maxs, r_shadow_bouncegrid_state.maxs); + VectorCopy(size, r_shadow_bouncegrid_state.size); + VectorCopy(spacing, r_shadow_bouncegrid_state.spacing); + VectorCopy(ispacing, r_shadow_bouncegrid_state.ispacing); + VectorCopy(resolution, r_shadow_bouncegrid_state.resolution); - // we're going to update the bouncegrid, update the matrix... - memset(m, 0, sizeof(m)); - m[0] = 1.0f / size[0]; - m[3] = -mins[0] * m[0]; - m[5] = 1.0f / size[1]; - m[7] = -mins[1] * m[5]; - m[10] = 1.0f / size[2]; - m[11] = -mins[2] * m[10]; - m[15] = 1.0f; - Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m); // reallocate pixels for this update if needed... - if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels) + r_shadow_bouncegrid_state.pixelbands = settings->directionalshading ? 8 : 1; + r_shadow_bouncegrid_state.pixelsperband = resolution[0]*resolution[1]*resolution[2]; + r_shadow_bouncegrid_state.bytesperband = r_shadow_bouncegrid_state.pixelsperband*4; + numpixels = r_shadow_bouncegrid_state.pixelsperband*r_shadow_bouncegrid_state.pixelbands; + if (r_shadow_bouncegrid_state.numpixels != numpixels || !r_shadow_bouncegrid_state.pixels || !r_shadow_bouncegrid_state.highpixels) { - if (r_shadow_bouncegridtexture) + if (r_shadow_bouncegrid_state.texture) { - R_FreeTexture(r_shadow_bouncegridtexture); - r_shadow_bouncegridtexture = NULL; + R_FreeTexture(r_shadow_bouncegrid_state.texture); + r_shadow_bouncegrid_state.texture = NULL; } - r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4])); - r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4])); - } - r_shadow_bouncegridnumpixels = numpixels; - pixels = r_shadow_bouncegridpixels; - highpixels = r_shadow_bouncegridhighpixels; - x = pixelsperband*4; - for (pixelband = 0;pixelband < pixelbands;pixelband++) - { - if (pixelband == 1) - memset(pixels + pixelband * x, 128, x); - else - memset(pixels + pixelband * x, 0, x); + r_shadow_bouncegrid_state.pixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.pixels, numpixels * sizeof(unsigned char[4])); + r_shadow_bouncegrid_state.highpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.highpixels, numpixels * sizeof(float[4])); + r_shadow_bouncegrid_state.numpixels = numpixels; } - memset(highpixels, 0, numpixels * sizeof(float[4])); - // figure out what we want to interact with - if (settings.hitmodels) - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; - else - hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; - maxbounce = settings.maxbounce; - // clear variables that produce warnings otherwise - memset(splatcolor, 0, sizeof(splatcolor)); - // iterate world rtlights - range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - range1 = settings.staticmode ? 0 : r_refdef.scene.numlights; - range2 = range + range1; - photoncount = 0; + + // update the bouncegrid matrix to put it in the world properly + memset(m, 0, sizeof(m)); + m[0] = 1.0f / r_shadow_bouncegrid_state.size[0]; + m[3] = -r_shadow_bouncegrid_state.mins[0] * m[0]; + m[5] = 1.0f / r_shadow_bouncegrid_state.size[1]; + m[7] = -r_shadow_bouncegrid_state.mins[1] * m[5]; + m[10] = 1.0f / r_shadow_bouncegrid_state.size[2]; + m[11] = -r_shadow_bouncegrid_state.mins[2] * m[10]; + m[15] = 1.0f; + Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m); +} + +#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576 + +// 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, float *photonscaling) +{ + float normalphotonscaling; + float maxphotonscaling; + float photoncount = 0.0f; + float lightintensity; + float radius; + float s; + float w; + vec3_t cullmins; + vec3_t cullmaxs; + unsigned int lightindex; + dlight_t *light; + rtlight_t *rtlight; for (lightindex = 0;lightindex < range2;lightindex++) { if (lightindex < range) @@ -2626,7 +2552,7 @@ void R_Shadow_UpdateBounceGridTexture(void) rtlight->photons = 0; if (!(light->flags & flag)) continue; - if (settings.staticmode) + if (settings->staticmode) { // when static, we skip styled lights because they tend to change... if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2) @@ -2640,7 +2566,7 @@ void R_Shadow_UpdateBounceGridTexture(void) rtlight->photons = 0; } // draw only visible lights (major speedup) - radius = rtlight->radius * settings.lightradiusscale; + radius = rtlight->radius * settings->lightradiusscale; cullmins[0] = rtlight->shadoworigin[0] - radius; cullmins[1] = rtlight->shadoworigin[1] - radius; cullmins[2] = rtlight->shadoworigin[2] - radius; @@ -2648,7 +2574,7 @@ void R_Shadow_UpdateBounceGridTexture(void) 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 (!settings->staticmode) { if (R_CullBox(cullmins, cullmaxs)) continue; @@ -2665,8 +2591,9 @@ void R_Shadow_UpdateBounceGridTexture(void) continue; w *= ((rtlight->style >= 0 && rtlight->style < MAX_LIGHTSTYLES) ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1); VectorScale(rtlight->color, w, rtlight->photoncolor); - //if (!VectorLength2(rtlight->photoncolor)) - // continue; + // skip lights that will emit no photons + if (!VectorLength2(rtlight->photoncolor)) + continue; // shoot particles from this light // use a calculation for the number of particles that will not // vary with lightstyle, otherwise we get randomized particle @@ -2675,16 +2602,160 @@ void R_Shadow_UpdateBounceGridTexture(void) s = rtlight->radius; lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (lightindex >= range) - lightintensity *= settings.dlightparticlemultiplier; + lightintensity *= settings->dlightparticlemultiplier; rtlight->photons = bound(0.0f, lightintensity * s * s, MAXBOUNCEGRIDPARTICLESPERLIGHT); photoncount += rtlight->photons; // 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) - rtlight->photons = 0; + //if (VectorLength2(rtlight->photoncolor) == 0.0f) + // rtlight->photons = 0; + } + // the user provided an intensityperphoton value which we try to use + // if that results in too many photons to shoot this frame, then we cap it + // which causes photons to appear/disappear from frame to frame, so we don't + // like doing that in the typical case + normalphotonscaling = 1.0f / max(0.0001f, r_shadow_bouncegrid_intensityperphoton.value); + maxphotonscaling = (float)settings->maxphotons / max(1, photoncount); + *photonscaling = min(normalphotonscaling, maxphotonscaling); +} + +static void R_Shadow_BounceGrid_ClearPixels(void) +{ + int pixelband; + for (pixelband = 0;pixelband < r_shadow_bouncegrid_state.pixelbands;pixelband++) + { + if (pixelband == 1) + memset(r_shadow_bouncegrid_state.pixels + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband); + else + memset(r_shadow_bouncegrid_state.pixels + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband); + } + memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); +} + +static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) +{ + unsigned char *pixels = r_shadow_bouncegrid_state.pixels; + unsigned char *pixel; + float *highpixels = r_shadow_bouncegrid_state.highpixels; + float *highpixel; + unsigned int pixelbands = r_shadow_bouncegrid_state.pixelbands; + unsigned int pixelband; + unsigned int x, y, z; + unsigned int index; + unsigned int resolution[3]; + int c[4]; + VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); + // generate pixels array from highpixels array + // + // skip first and last columns, rows, and layers as these are blank + // + // the pixel[3] value was deliberately written along with highpixels + // updates, so we can use it to detect only pixels that need to be + // converted, the rest were already memset to neutral values. + for (pixelband = 0;pixelband < pixelbands;pixelband++) + { + for (z = 1;z < resolution[2]-1;z++) + { + for (y = 1;y < resolution[1]-1;y++) + { + x = 1; + index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x; + pixel = pixels + 4*index; + highpixel = highpixels + 4*index; + for (;x < resolution[0]-1;x++, pixel += 4, highpixel += 4) + { + // only convert pixels that were hit by photons + if (pixel[3] == 255) + { + // normalize the bentnormal... + if (pixelband == 1) + { + VectorNormalize(highpixel); + c[0] = (int)(highpixel[0]*128.0f+128.0f); + c[1] = (int)(highpixel[1]*128.0f+128.0f); + c[2] = (int)(highpixel[2]*128.0f+128.0f); + c[3] = (int)(highpixel[3]*128.0f+128.0f); + } + else + { + c[0] = (int)(highpixel[0]*256.0f); + c[1] = (int)(highpixel[1]*256.0f); + c[2] = (int)(highpixel[2]*256.0f); + c[3] = (int)(highpixel[3]*256.0f); + } + pixel[2] = (unsigned char)bound(0, c[0], 255); + pixel[1] = (unsigned char)bound(0, c[1], 255); + pixel[0] = (unsigned char)bound(0, c[2], 255); + pixel[3] = (unsigned char)bound(0, c[3], 255); + } + } + } + } + } + + if (!r_shadow_bouncegrid_state.createtexture) + R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); + else + { + if (r_shadow_bouncegrid_state.texture) + R_FreeTexture(r_shadow_bouncegrid_state.texture); + r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); } - photonscaling = (float)settings.photons / max(1, photoncount); - photonresidual = 0.0f; + 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, float photonscaling, int flag) +{ + dlight_t *light; + int bouncecount; + int hitsupercontentsmask; + int maxbounce; + int shootparticles; + int shotparticles; + int resolution[3]; + int tex[3]; + trace_t cliptrace; + //trace_t cliptrace2; + //trace_t cliptrace3; + unsigned char *pixel; + unsigned char *pixels = r_shadow_bouncegrid_state.pixels; + float *highpixel; + float *highpixels = r_shadow_bouncegrid_state.highpixels; + unsigned int lightindex; + unsigned int seed = (unsigned int)(realtime * 1000.0f); + vec3_t shotcolor; + vec3_t baseshotcolor; + vec3_t surfcolor; + vec3_t clipend; + vec3_t clipstart; + vec3_t clipdiff; + vec3_t steppos; + vec3_t stepdelta; + vec_t radius; + vec_t s; + float texlerp[2][3]; + float splatcolor[32]; + float pixelweight[8]; + float w; + int pixelindex[8]; + int corner; + int pixelsperband = r_shadow_bouncegrid_state.pixelsperband; + int pixelband; + int pixelbands = r_shadow_bouncegrid_state.pixelbands; + int numsteps; + int step; + rtlight_t *rtlight; + VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); + + // figure out what we want to interact with + if (settings.hitmodels) + hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; + else + hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; + maxbounce = settings.maxbounce; + // clear variables that produce warnings otherwise + memset(splatcolor, 0, sizeof(splatcolor)); + for (lightindex = 0;lightindex < range2;lightindex++) { if (lightindex < range) @@ -2696,14 +2767,13 @@ void R_Shadow_UpdateBounceGridTexture(void) } else rtlight = r_refdef.scene.lights[lightindex - range]; - // skip a light with no photons - if (rtlight->photons == 0.0f) - continue; - photonresidual += rtlight->photons * photonscaling; - shootparticles = (int)floor(photonresidual); + // 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->photons * photonscaling); + // skip if we won't be shooting any photons if (!shootparticles) continue; - photonresidual -= shootparticles; radius = rtlight->radius * settings.lightradiusscale; s = settings.particleintensity / shootparticles; VectorScale(rtlight->photoncolor, s, baseshotcolor); @@ -2781,7 +2851,7 @@ void R_Shadow_UpdateBounceGridTexture(void) } // calculate the number of steps we need to traverse this distance VectorSubtract(cliptrace.endpos, clipstart, stepdelta); - numsteps = (int)(VectorLength(stepdelta) * ispacing[0]); + numsteps = (int)(VectorLength(stepdelta) * r_shadow_bouncegrid_state.ispacing[0]); numsteps = bound(1, numsteps, 1024); w = 1.0f / numsteps; VectorScale(stepdelta, w, stepdelta); @@ -2790,9 +2860,9 @@ void R_Shadow_UpdateBounceGridTexture(void) { r_refdef.stats[r_stat_bouncegrid_splats]++; // figure out which texture pixel this is in - texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]) - 0.5f; - texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]) - 0.5f; - texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]) - 0.5f; + texlerp[1][0] = ((steppos[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0]) - 0.5f; + texlerp[1][1] = ((steppos[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1]) - 0.5f; + texlerp[1][2] = ((steppos[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2]) - 0.5f; tex[0] = (int)floor(texlerp[1][0]); tex[1] = (int)floor(texlerp[1][1]); tex[2] = (int)floor(texlerp[1][2]); @@ -2883,56 +2953,80 @@ void R_Shadow_UpdateBounceGridTexture(void) } } } - // generate pixels array from highpixels array - // skip first and last columns, rows, and layers as these are blank - // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated - for (pixelband = 0;pixelband < pixelbands;pixelband++) +} + +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 + float photonscaling; + + enable = R_Shadow_BounceGrid_CheckEnable(flag); + + R_Shadow_BounceGrid_GenerateSettings(&settings); + + // changing intensity does not require an update + r_shadow_bouncegrid_state.intensity = r_shadow_bouncegrid_intensity.value; + + settingschanged = memcmp(&r_shadow_bouncegrid_state.settings, &settings, sizeof(settings)) != 0; + + // when settings change, we free everything as it is just simpler that way. + if (settingschanged || !enable) { - for (z = 1;z < resolution[2]-1;z++) + // not enabled, make sure we free anything we don't need anymore. + if (r_shadow_bouncegrid_state.texture) { - for (y = 1;y < resolution[1]-1;y++) - { - for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4) - { - // only convert pixels that were hit by photons - if (pixel[3] == 255) - { - // normalize the bentnormal... - if (pixelband == 1) - { - VectorNormalize(highpixel); - c[0] = (int)(highpixel[0]*128.0f+128.0f); - c[1] = (int)(highpixel[1]*128.0f+128.0f); - c[2] = (int)(highpixel[2]*128.0f+128.0f); - c[3] = (int)(highpixel[3]*128.0f+128.0f); - } - else - { - c[0] = (int)(highpixel[0]*256.0f); - c[1] = (int)(highpixel[1]*256.0f); - c[2] = (int)(highpixel[2]*256.0f); - c[3] = (int)(highpixel[3]*256.0f); - } - pixel[2] = (unsigned char)bound(0, c[0], 255); - pixel[1] = (unsigned char)bound(0, c[1], 255); - pixel[0] = (unsigned char)bound(0, c[2], 255); - pixel[3] = (unsigned char)bound(0, c[3], 255); - } - } - } + R_FreeTexture(r_shadow_bouncegrid_state.texture); + r_shadow_bouncegrid_state.texture = NULL; } + if (r_shadow_bouncegrid_state.pixels) + Mem_Free(r_shadow_bouncegrid_state.pixels); + r_shadow_bouncegrid_state.pixels = NULL; + if (r_shadow_bouncegrid_state.highpixels) + Mem_Free(r_shadow_bouncegrid_state.highpixels); + r_shadow_bouncegrid_state.highpixels = NULL; + r_shadow_bouncegrid_state.numpixels = 0; + r_shadow_bouncegrid_state.directional = false; + + if (!enable) + return; } - if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading) - R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); - else - { - VectorCopy(resolution, r_shadow_bouncegridresolution); - r_shadow_bouncegriddirectional = settings.directionalshading; - if (r_shadow_bouncegridtexture) - R_FreeTexture(r_shadow_bouncegridtexture); - r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); - } - r_shadow_bouncegridtime = realtime; + + // if all the settings seem identical to the previous update, return + if (r_shadow_bouncegrid_state.texture && (settings.staticmode || realtime < r_shadow_bouncegrid_state.lastupdatetime + r_shadow_bouncegrid_updateinterval.value) && !settingschanged) + return; + + // store the new settings + r_shadow_bouncegrid_state.settings = settings; + + 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, &photonscaling); + + // clear the pixels[] and highpixels[] arrays, it is important that we + // clear pixels[] now because we do tricks with marking pixels as needing + // conversion, even though the source of truth data is in highpixels[] + R_Shadow_BounceGrid_ClearPixels(); + + // trace the photons from lights and accumulate illumination + R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, photonscaling, flag); + + // convert the pixels that were marked and upload the texture + R_Shadow_BounceGrid_ConvertPixelsAndUpload(); } void R_Shadow_RenderMode_VisibleShadowVolumes(void) diff --git a/r_shadow.h b/r_shadow.h index 907173dc..9c74aed1 100644 --- a/r_shadow.h +++ b/r_shadow.h @@ -38,10 +38,52 @@ extern cvar_t gl_ext_separatestencil; extern cvar_t gl_ext_stenciltwoside; // used by shader for bouncegrid feature -extern rtexture_t *r_shadow_bouncegridtexture; -extern matrix4x4_t r_shadow_bouncegridmatrix; -extern vec_t r_shadow_bouncegridintensity; -extern qboolean r_shadow_bouncegriddirectional; +typedef struct r_shadow_bouncegrid_settings_s +{ + qboolean staticmode; + qboolean bounceanglediffuse; + qboolean directionalshading; + qboolean includedirectlighting; + float dlightparticlemultiplier; + qboolean hitmodels; + float lightradiusscale; + int maxbounce; + float particlebounceintensity; + float particleintensity; + int maxphotons; + float intensityperphoton; + float spacing[3]; + int stablerandom; +} +r_shadow_bouncegrid_settings_t; + +typedef struct r_shadow_bouncegrid_state_s +{ + r_shadow_bouncegrid_settings_t settings; + qboolean capable; + qboolean allowdirectionalshading; + qboolean directional; // copied from settings.directionalshading after createtexture is decided + qboolean createtexture; // set to true to recreate the texture rather than updating it - happens when size changes or directional changes + rtexture_t *texture; + matrix4x4_t matrix; + vec_t intensity; + double lastupdatetime; + int resolution[3]; + int numpixels; + int pixelbands; + int pixelsperband; + int bytesperband; + unsigned char *pixels; + float *highpixels; + float spacing[3]; + float ispacing[3]; + vec3_t mins; + vec3_t maxs; + vec3_t size; +} +r_shadow_bouncegrid_state_t; + +extern r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; void R_Shadow_Init(void); qboolean R_Shadow_ShadowMappingEnabled(void); -- 2.39.2