]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Added r_shadow_bouncegrid_lightpathsize which is an alternative to blur
[xonotic/darkplaces.git] / r_shadow.c
index ff8792db3f8df1a5ed9047bef59715919eaf5a86..65c822a9ec5a6d084f55dafca2763becfa95110a 100644 (file)
@@ -269,6 +269,9 @@ static rtexture_t *r_shadow_fb_colortexture;
 // lights are reloaded when this changes
 char r_shadow_mapname[MAX_QPATH];
 
+// buffer for doing corona fading
+unsigned int r_shadow_occlusion_buf = 0;
+
 // used only for light filters (cubemaps)
 rtexturepool_t *r_shadow_filters_texturepool;
 
@@ -295,6 +298,7 @@ cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_
 cvar_t r_shadow_realtime_dlight_svbspculling = {0, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"};
 cvar_t r_shadow_realtime_dlight_portalculling = {0, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"};
 cvar_t r_shadow_realtime_world = {CVAR_SAVE, "r_shadow_realtime_world", "0", "enables rendering of full world lighting (whether loaded from the map, or a .rtlights file, or a .ent file, or a .lights file produced by hlight)"};
+cvar_t r_shadow_realtime_world_importlightentitiesfrommap = {0, "r_shadow_realtime_world_importlightentitiesfrommap", "1", "load lights from .ent file or map entities at startup if no .rtlights or .lights file is present (if set to 2, always use the .ent or map entities)"};
 cvar_t r_shadow_realtime_world_lightmaps = {CVAR_SAVE, "r_shadow_realtime_world_lightmaps", "0", "brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance"};
 cvar_t r_shadow_realtime_world_shadows = {CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"};
 cvar_t r_shadow_realtime_world_compile = {0, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"};
@@ -322,28 +326,36 @@ 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_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_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_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_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "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_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
+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_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_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_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"};
+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", "4", "overall brightness of bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "4", "particles stop at this fraction of light radius (can be more than 1)"};
-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_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_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_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_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_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_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_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"};
-cvar_t r_shadow_bouncegrid_z = {CVAR_SAVE, "r_shadow_bouncegrid_z", "32", "maximum texture size of bouncegrid on Z axis"};
+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_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"};
 cvar_t r_coronas = {CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"};
 cvar_t r_coronas_occlusionsizescale = {CVAR_SAVE, "r_coronas_occlusionsizescale", "0.1", "size of light source for corona occlusion checksum the proportion of hidden pixels controls corona intensity"};
 cvar_t r_coronas_occlusionquery = {CVAR_SAVE, "r_coronas_occlusionquery", "0", "use GL_ARB_occlusion_query extension if supported (fades coronas according to visibility) - bad performance (synchronous rendering) - worse on multi-gpu!"};
@@ -372,35 +384,7 @@ 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
@@ -552,11 +536,8 @@ 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_bouncegrid_state.maxsplatpaths = 16384;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -612,6 +593,29 @@ 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);
@@ -628,11 +632,7 @@ 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;
@@ -700,7 +700,7 @@ 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);
@@ -732,6 +732,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_lightradiusscale);
        Cvar_RegisterVariable(&r_shadow_projectdistance);
        Cvar_RegisterVariable(&r_shadow_frontsidecasting);
+       Cvar_RegisterVariable(&r_shadow_realtime_world_importlightentitiesfrommap);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_shadows);
        Cvar_RegisterVariable(&r_shadow_realtime_dlight_svbspculling);
@@ -764,28 +765,36 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_blur);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths);
+       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_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);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_z);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_spacing);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing);
        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_updateinterval);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_y);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_z);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_energyperphoton);
        Cvar_RegisterVariable(&r_coronas);
        Cvar_RegisterVariable(&r_coronas_occlusionsizescale);
        Cvar_RegisterVariable(&r_coronas_occlusionquery);
@@ -2325,94 +2334,116 @@ 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)
+#define MAXBOUNCEGRIDSPLATSIZE 7
+#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1)
+
+// these are temporary data per-frame, sorted and performed in a more
+// cache-friendly order than the original photons
+typedef struct r_shadow_bouncegrid_splatpath_s
 {
-#define MAXBOUNCEGRIDPARTICLESPERLIGHT 1048576
-       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)
+       vec3_t point;
+       vec3_t step;
+       vec3_t splatcolor;
+       vec3_t splatdir;
+       vec_t splatintensity;
+       int remainingsplats;
+}
+r_shadow_bouncegrid_splatpath_t;
+
+static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color)
+{
+       int bestaxis;
+       int numsplats;
+       float len;
+       float ilen;
+       vec3_t start;
+       vec3_t end;
+       vec3_t diff;
+       vec3_t originaldir;
+       r_shadow_bouncegrid_splatpath_t *path;
+
+       // 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];
+               cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1];
+               cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2];
+               cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0];
+               cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1];
+               cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2];
+               if (R_CullBox(cullmins, cullmaxs))
                        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;
+       // 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]) * r_shadow_bouncegrid_state.ispacing[0];
+       start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
+       start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
+       end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]) * r_shadow_bouncegrid_state.ispacing[0];
+       end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]) * r_shadow_bouncegrid_state.ispacing[1];
+       end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]) * r_shadow_bouncegrid_state.ispacing[2];
+
+       // 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_splatpath_t *newpaths;
+               r_shadow_bouncegrid_state.maxsplatpaths *= 2;
+               newpaths = (r_shadow_bouncegrid_splatpath_t *)R_FrameData_Alloc(sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
+               if (r_shadow_bouncegrid_state.splatpaths)
+                       memcpy(newpaths, r_shadow_bouncegrid_state.splatpaths, r_shadow_bouncegrid_state.numsplatpaths * sizeof(r_shadow_bouncegrid_splatpath_t));
+               r_shadow_bouncegrid_state.splatpaths = newpaths;
+       }
+
+       // divide a series of splats along the length using the maximum axis
+       VectorSubtract(end, start, diff);
+       // pick the best axis to trace along
+       bestaxis = 0;
+       if (diff[1]*diff[1] > diff[bestaxis]*diff[bestaxis])
+               bestaxis = 1;
+       if (diff[2]*diff[2] > diff[bestaxis]*diff[bestaxis])
+               bestaxis = 2;
+       len = fabs(diff[bestaxis]);
+       ilen = 1.0f / len;
+       numsplats = (int)(floor(len + 0.5f));
+       // sanity limits
+       numsplats = bound(0, numsplats, 1024);
+
+       VectorSubtract(originalstart, originalend, originaldir);
+       VectorNormalize(originaldir);
+
+       path = r_shadow_bouncegrid_state.splatpaths + r_shadow_bouncegrid_state.numsplatpaths++;
+       VectorCopy(start, path->point);
+       VectorScale(diff, ilen, path->step);
+       VectorCopy(color, path->splatcolor);
+       VectorCopy(originaldir, path->splatdir);
+       path->splatintensity = VectorLength(color);
+       path->remainingsplats = numsplats;
+}
+
+static qboolean R_Shadow_BounceGrid_CheckEnable(int flag)
+{
+       qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel;
+       int lightindex;
+       int range;
+       dlight_t *light;
+       rtlight_t *rtlight;
+       vec3_t lightcolor;
 
        // see if there are really any lights to render...
        if (enable && r_shadow_bouncegrid_static.integer)
@@ -2436,61 +2467,79 @@ 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)
+{
+       qboolean s = r_shadow_bouncegrid_static.integer != 0;
+       float spacing = s ? r_shadow_bouncegrid_static_spacing.value : r_shadow_bouncegrid_dynamic_spacing.value;
+
+       // 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                    = 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->bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+       settings->directionalshading            = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
+       settings->dlightparticlemultiplier      = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
+       settings->hitmodels                     = s ? false : r_shadow_bouncegrid_dynamic_hitmodels.integer != 0;
+       settings->includedirectlighting         = r_shadow_bouncegrid_includedirectlighting.integer != 0 || r_shadow_bouncegrid.integer == 2;
+       settings->lightradiusscale              = (s ? r_shadow_bouncegrid_static_lightradiusscale.value : r_shadow_bouncegrid_dynamic_lightradiusscale.value);
+       settings->maxbounce                     = (s ? r_shadow_bouncegrid_static_maxbounce.integer : r_shadow_bouncegrid_dynamic_maxbounce.integer);
+       settings->particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
+       settings->particleintensity             = r_shadow_bouncegrid_particleintensity.value * 16384.0f * (settings->directionalshading ? 4.0f : 1.0f) / (spacing * spacing);
+       settings->maxphotons                    = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer;
+       settings->energyperphoton            = s ? r_shadow_bouncegrid_static_energyperphoton.integer : r_shadow_bouncegrid_dynamic_energyperphoton.integer;
+       settings->spacing[0]                    = spacing;
+       settings->spacing[1]                    = spacing;
+       settings->spacing[2]                    = spacing;
+       settings->stablerandom                  = s ? 1 : r_shadow_bouncegrid_dynamic_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);
@@ -2518,12 +2567,12 @@ 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_dynamic_x.integer * r_shadow_bouncegrid_dynamic_y.integer * r_shadow_bouncegrid_dynamic_z.integer < resolution[0] * resolution[1] * resolution[2]))
        {
                // we know the resolution we want
-               c[0] = r_shadow_bouncegrid_x.integer;
-               c[1] = r_shadow_bouncegrid_y.integer;
-               c[2] = r_shadow_bouncegrid_z.integer;
+               c[0] = r_shadow_bouncegrid_dynamic_x.integer;
+               c[1] = r_shadow_bouncegrid_dynamic_y.integer;
+               c[2] = r_shadow_bouncegrid_dynamic_z.integer;
                // now we can calculate the texture size (power of 2 if required)
                c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
                c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
@@ -2552,63 +2601,64 @@ 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)
        {
-               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_bouncegrid_state.numpixels = numpixels;
        }
-       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);
-       }
-       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)
@@ -2621,7 +2671,7 @@ 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)
@@ -2635,26 +2685,34 @@ 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;
                cullmaxs[0] = rtlight->shadoworigin[0] + radius;
                cullmaxs[1] = rtlight->shadoworigin[1] + radius;
                cullmaxs[2] = rtlight->shadoworigin[2] + radius;
-               if (R_CullBox(cullmins, cullmaxs))
-                       continue;
-               if (r_refdef.scene.worldmodel
-                && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
-                && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
-                       continue;
                w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
-               if (w * VectorLength2(rtlight->color) == 0.0f)
+               if (!settings->staticmode)
+               {
+                       if (R_CullBox(cullmins, cullmaxs))
+                               continue;
+                       if (r_refdef.scene.worldmodel
+                        && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs
+                        && !r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, cullmins, cullmaxs))
+                               continue;
+                       if (w * VectorLength2(rtlight->color) == 0.0f)
+                               continue;
+               }
+               // a light that does not emit any light before style is applied, can be
+               // skipped entirely (it may just be a corona)
+               if (rtlight->radius == 0.0f || VectorLength2(rtlight->color) == 0.0f)
                        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
@@ -2663,12 +2721,443 @@ void R_Shadow_UpdateBounceGridTexture(void)
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
-                       lightintensity *= settings.dlightparticlemultiplier;
-               rtlight->photons = max(0.0f, lightintensity * s * s);
+                       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;
+       }
+       // the user provided an energyperphoton 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, settings->energyperphoton);
+       maxphotonscaling = (float)settings->maxphotons / max(1, photoncount);
+       *photonscaling = min(normalphotonscaling, maxphotonscaling);
+}
+
+static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
+{
+       r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
+       r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb;
+       // we only really care about sorting by Z
+       if (a->point[2] < b->point[2])
+               return -1;
+       if (a->point[2] > b->point[2])
+               return 1;
+       return 0;
+}
+
+static void R_Shadow_BounceGrid_ClearPixels(void)
+{
+       // clear the highpixels array we'll be accumulating into
+       r_shadow_bouncegrid_state.highpixels = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+}
+
+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;
+       int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths;
+       int splatindex;
+       vec3_t steppos;
+       vec3_t stepdelta;
+       vec3_t dir;
+       float texcorner[3];
+       float texlerp[MAXBOUNCEGRIDSPLATSIZE1][3];
+       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;
+       int step;
+
+       // hush warnings about uninitialized data - pixelbands doesn't change but...
+       memset(splatcolor, 0, sizeof(splatcolor));
+
+       // we use this a lot, so get a local copy
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+       // sort the splats before we execute them, to reduce cache misses
+       if (r_shadow_bouncegrid_sortlightpaths.integer)
+               qsort(splatpaths, numsplatpaths, sizeof(*splatpaths), R_Shadow_BounceGrid_SplatPathCompare);
+
+       // 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++)
+       {
+               // 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;
+               }
+               // calculate the number of steps we need to traverse this distance
+               VectorCopy(splatpath->point, steppos);
+               VectorCopy(splatpath->step, stepdelta);
+               numsteps = splatpath->remainingsplats;
+               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)
+                       {
+                               // 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];
+
+                               // accumulate light onto the pixels
+                               for (zi = 0;zi < splatsize1;zi++)
+                               {
+                                       for (yi = 0;yi < splatsize1;yi++)
+                                       {
+                                               int index = ((tex[2]+zi)*resolution[1]+tex[1]+yi)*resolution[0]+tex[0];
+                                               for (xi = 0;xi < splatsize1;xi++, index++)
+                                               {
+                                                       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)
+                                                       {
+                                                               // 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);
+               }
        }
-       photonscaling = (float)settings.photons / max(1, photoncount);
-       photonresidual = 0.0f;
+}
+
+static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off)
+{
+       const float *inpixel;
+       float *outpixel;
+       int pixelbands = r_shadow_bouncegrid_state.pixelbands;
+       int pixelband;
+       unsigned int index;
+       unsigned int x, y, z;
+       unsigned int resolution[3];
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+       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;
+                               inpixel = inpixels + 4*index;
+                               outpixel = outpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, inpixel += 4, outpixel += 4)
+                               {
+                                       outpixel[0] = (inpixel[0] + inpixel[  off] + inpixel[0-off]) * (1.0f / 3.0);
+                                       outpixel[1] = (inpixel[1] + inpixel[1+off] + inpixel[1-off]) * (1.0f / 3.0);
+                                       outpixel[2] = (inpixel[2] + inpixel[2+off] + inpixel[2-off]) * (1.0f / 3.0);
+                                       outpixel[3] = (inpixel[3] + inpixel[3+off] + inpixel[3-off]) * (1.0f / 3.0);
+                               }
+                       }
+               }
+       }
+}
+
+static void R_Shadow_BounceGrid_BlurPixels(void)
+{
+       float *highpixels = r_shadow_bouncegrid_state.highpixels;
+       float *temppixels1 = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       float *temppixels2 = (float *)R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(float[4]));
+       unsigned int resolution[3];
+
+       if (!r_shadow_bouncegrid_blur.integer)
+               return;
+       
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+       // blur on X
+       R_Shadow_BounceGrid_BlurPixelsInDirection(highpixels, temppixels1, 4);
+       // blur on Y
+       R_Shadow_BounceGrid_BlurPixelsInDirection(temppixels1, temppixels2, resolution[0] * 4);
+       // blur on Z
+       R_Shadow_BounceGrid_BlurPixelsInDirection(temppixels2, highpixels, resolution[0] * resolution[1] * 4);
+}
+
+static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void)
+{
+       int floatcolors = r_shadow_bouncegrid_state.settings.floatcolors;
+       unsigned char *pixelsbgra8 = NULL;
+       unsigned char *pixelbgra8;
+       unsigned short *pixelsrgba16f = NULL;
+       unsigned short *pixelrgba16f;
+       float *pixelsrgba32f = NULL;
+       float *highpixels = r_shadow_bouncegrid_state.highpixels;
+       float *highpixel;
+       float *bandpixel;
+       unsigned int pixelsperband = r_shadow_bouncegrid_state.pixelsperband;
+       unsigned int pixelbands = r_shadow_bouncegrid_state.pixelbands;
+       unsigned int pixelband;
+       unsigned int x, y, z;
+       unsigned int index, bandindex;
+       unsigned int resolution[3];
+       int c[4];
+       VectorCopy(r_shadow_bouncegrid_state.resolution, resolution);
+
+       if (r_shadow_bouncegrid_state.createtexture && r_shadow_bouncegrid_state.texture)
+       {
+               R_FreeTexture(r_shadow_bouncegrid_state.texture);
+               r_shadow_bouncegrid_state.texture = NULL;
+       }
+
+       // if bentnormals exist, we need to normalize and bias them for the shader
+       if (pixelbands > 1)
+       {
+               pixelband = 1;
+               for (z = 0;z < resolution[2]-1;z++)
+               {
+                       for (y = 0;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               highpixel = highpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (highpixel[3] != 0.0f)
+                                               VectorNormalize(highpixel);
+                                       VectorSet(highpixel, highpixel[0] * 0.5f + 0.5f, highpixel[1] * 0.5f + 0.5f, highpixel[2] * 0.5f + 0.5f);
+                                       highpixel[pixelsperband * 4 + 3] = 1.0f;
+                               }
+                       }
+               }
+       }
+
+       // start by clearing the pixels array - we won't be writing to all of it
+       //
+       // then process only the pixels that have at least some color, skipping
+       // the higher bands for speed on pixels that are black
+       switch (floatcolors)
+       {
+       case 0:
+               pixelsbgra8 = R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(unsigned char[4]));
+               for (pixelband = 0;pixelband < pixelbands;pixelband++)
+               {
+                       if (pixelband == 1)
+                               memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 128, r_shadow_bouncegrid_state.bytesperband);
+                       else
+                               memset(pixelsbgra8 + pixelband * r_shadow_bouncegrid_state.bytesperband, 0, r_shadow_bouncegrid_state.bytesperband);
+               }
+               for (z = 1;z < resolution[2]-1;z++)
+               {
+                       for (y = 1;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               pixelband = 0;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               highpixel = highpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (VectorLength2(highpixel))
+                                       {
+                                               // normalize the bentnormal now
+                                               if (pixelbands > 1)
+                                               {
+                                                       VectorNormalize(highpixel + pixelsperband * 4);
+                                                       highpixel[pixelsperband * 4 + 3] = 1.0f;
+                                               }
+                                               // process all of the pixelbands for this pixel
+                                               for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
+                                               {
+                                                       pixelbgra8 = pixelsbgra8 + 4*bandindex;
+                                                       bandpixel = highpixels + 4*bandindex;
+                                                       c[0] = (int)(bandpixel[0]*256.0f);
+                                                       c[1] = (int)(bandpixel[1]*256.0f);
+                                                       c[2] = (int)(bandpixel[2]*256.0f);
+                                                       c[3] = (int)(bandpixel[3]*256.0f);
+                                                       pixelbgra8[2] = (unsigned char)bound(0, c[0], 255);
+                                                       pixelbgra8[1] = (unsigned char)bound(0, c[1], 255);
+                                                       pixelbgra8[0] = (unsigned char)bound(0, c[2], 255);
+                                                       pixelbgra8[3] = (unsigned char)bound(0, c[3], 255);
+                                               }
+                                       }
+                               }
+                       }
+               }
+
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixelsbgra8, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
+       case 1:
+               pixelsrgba16f = R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
+               memset(pixelsrgba16f, 0, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
+               for (z = 1;z < resolution[2]-1;z++)
+               {
+                       for (y = 1;y < resolution[1]-1;y++)
+                       {
+                               x = 1;
+                               pixelband = 0;
+                               index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+                               highpixel = highpixels + 4*index;
+                               for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+                               {
+                                       // only convert pixels that were hit by photons
+                                       if (VectorLength2(highpixel))
+                                       {
+                                               // process all of the pixelbands for this pixel
+                                               for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
+                                               {
+                                                       // time to have fun with IEEE 754 bit hacking...
+                                                       union {
+                                                               float f[4];
+                                                               unsigned int raw[4];
+                                                       } u;
+                                                       pixelrgba16f = pixelsrgba16f + 4*bandindex;
+                                                       bandpixel = highpixels + 4*bandindex;
+                                                       VectorCopy4(bandpixel, u.f);
+                                                       VectorCopy4(u.raw, c);
+                                                       // this math supports negative numbers, snaps denormals to zero
+                                                       //pixelrgba16f[0] = (unsigned short)(((c[0] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[0] - 0x38000000) >> 13) & 0x7FFF) | ((c[0] >> 16) & 0x8000));
+                                                       //pixelrgba16f[1] = (unsigned short)(((c[1] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[1] - 0x38000000) >> 13) & 0x7FFF) | ((c[1] >> 16) & 0x8000));
+                                                       //pixelrgba16f[2] = (unsigned short)(((c[2] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[2] - 0x38000000) >> 13) & 0x7FFF) | ((c[2] >> 16) & 0x8000));
+                                                       //pixelrgba16f[3] = (unsigned short)(((c[3] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[3] - 0x38000000) >> 13) & 0x7FFF) | ((c[3] >> 16) & 0x8000));
+                                                       // this math does not support negative
+                                                       pixelrgba16f[0] = (unsigned short)((c[0] < 0x38000000) ? 0 : ((c[0] - 0x38000000) >> 13));
+                                                       pixelrgba16f[1] = (unsigned short)((c[1] < 0x38000000) ? 0 : ((c[1] - 0x38000000) >> 13));
+                                                       pixelrgba16f[2] = (unsigned short)((c[2] < 0x38000000) ? 0 : ((c[2] - 0x38000000) >> 13));
+                                                       pixelrgba16f[3] = (unsigned short)((c[3] < 0x38000000) ? 0 : ((c[3] - 0x38000000) >> 13));
+                                               }
+                                       }
+                               }
+                       }
+               }
+
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba16f, TEXTYPE_COLORBUFFER16F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
+       case 2:
+               // our native format happens to match, so this is easy.
+               pixelsrgba32f = highpixels;
+
+               if (!r_shadow_bouncegrid_state.createtexture)
+                       R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+               else
+                       r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba32f, TEXTYPE_COLORBUFFER32F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+               break;
+       }
+
+       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;
+       trace_t cliptrace;
+       //trace_t cliptrace2;
+       //trace_t cliptrace3;
+       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;
+       vec_t radius;
+       vec_t s;
+       rtlight_t *rtlight;
+
+       // we'll need somewhere to store these
+       r_shadow_bouncegrid_state.numsplatpaths = 0;
+       r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)R_FrameData_Alloc(sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths);
+
+       // 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;
+
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
                if (lightindex < range)
@@ -2680,17 +3169,13 @@ 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;
-               // skip a light with no photon color)
-               if (VectorLength2(rtlight->photoncolor) == 0.0f)
-                       continue;
-               photonresidual += rtlight->photons * photonscaling;
-               shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
+               // 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);
@@ -2724,108 +3209,9 @@ void R_Shadow_UpdateBounceGridTexture(void)
                                }
                                if (bouncecount > 0 || settings.includedirectlighting)
                                {
-                                       // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
-                                       // accumulate average shotcolor
-                                       w = VectorLength(shotcolor);
-                                       splatcolor[ 0] = shotcolor[0];
-                                       splatcolor[ 1] = shotcolor[1];
-                                       splatcolor[ 2] = shotcolor[2];
-                                       splatcolor[ 3] = 0.0f;
-                                       if (pixelbands > 1)
-                                       {
-                                               VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
-                                               VectorNormalize(clipdiff);
-                                               // store bentnormal in case the shader has a use for it
-                                               splatcolor[ 4] = clipdiff[0] * w;
-                                               splatcolor[ 5] = clipdiff[1] * w;
-                                               splatcolor[ 6] = clipdiff[2] * w;
-                                               splatcolor[ 7] = w;
-                                               // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z)
-                                               splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]);
-                                               splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]);
-                                               splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]);
-                                               splatcolor[11] = 0.0f;
-                                               splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]);
-                                               splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]);
-                                               splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]);
-                                               splatcolor[15] = 0.0f;
-                                               splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]);
-                                               splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]);
-                                               splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]);
-                                               splatcolor[19] = 0.0f;
-                                               splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]);
-                                               splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]);
-                                               splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]);
-                                               splatcolor[23] = 0.0f;
-                                               splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]);
-                                               splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]);
-                                               splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]);
-                                               splatcolor[27] = 0.0f;
-                                               splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]);
-                                               splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]);
-                                               splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]);
-                                               splatcolor[31] = 0.0f;
-                                       }
-                                       // calculate the number of steps we need to traverse this distance
-                                       VectorSubtract(cliptrace.endpos, clipstart, stepdelta);
-                                       numsteps = (int)(VectorLength(stepdelta) * ispacing[0]);
-                                       numsteps = bound(1, numsteps, 1024);
-                                       w = 1.0f / numsteps;
-                                       VectorScale(stepdelta, w, stepdelta);
-                                       VectorMA(clipstart, 0.5f, stepdelta, steppos);
-                                       for (step = 0;step < numsteps;step++)
-                                       {
-                                               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;
-                                               tex[0] = (int)floor(texlerp[1][0]);
-                                               tex[1] = (int)floor(texlerp[1][1]);
-                                               tex[2] = (int)floor(texlerp[1][2]);
-                                               if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2)
-                                               {
-                                                       // it is within bounds...  do the real work now
-                                                       // calculate the lerp factors
-                                                       texlerp[1][0] -= tex[0];
-                                                       texlerp[1][1] -= tex[1];
-                                                       texlerp[1][2] -= tex[2];
-                                                       texlerp[0][0] = 1.0f - texlerp[1][0];
-                                                       texlerp[0][1] = 1.0f - texlerp[1][1];
-                                                       texlerp[0][2] = 1.0f - texlerp[1][2];
-                                                       // calculate individual pixel indexes and weights
-                                                       pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]);
-                                                       pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]);
-                                                       pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]);
-                                                       pixelindex[3] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]);
-                                                       pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]);
-                                                       pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]);
-                                                       pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]);
-                                                       pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]);
-                                                       // update the 8 pixels...
-                                                       for (pixelband = 0;pixelband < pixelbands;pixelband++)
-                                                       {
-                                                               for (corner = 0;corner < 8;corner++)
-                                                               {
-                                                                       // calculate address for pixel
-                                                                       w = pixelweight[corner];
-                                                                       pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
-                                                                       highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4;
-                                                                       // add to the high precision pixel color
-                                                                       highpixel[0] += (splatcolor[pixelband*4+0]*w);
-                                                                       highpixel[1] += (splatcolor[pixelband*4+1]*w);
-                                                                       highpixel[2] += (splatcolor[pixelband*4+2]*w);
-                                                                       highpixel[3] += (splatcolor[pixelband*4+3]*w);
-                                                                       // flag the low precision pixel as needing to be updated
-                                                                       pixel[3] = 255;
-                                                                       // advance to next band of coefficients
-                                                                       //pixel += pixelsperband*4;
-                                                                       //highpixel += pixelsperband*4;
-                                                               }
-                                                       }
-                                               }
-                                               VectorAdd(steppos, stepdelta, steppos);
-                                       }
+                                       vec3_t hitpos;
+                                       VectorCopy(cliptrace.endpos, hitpos);
+                                       R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor);
                                }
                                if (cliptrace.fraction >= 1.0f)
                                        break;
@@ -2870,56 +3256,78 @@ 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;
                }
+               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_dynamic_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);
+
+       // trace the photons from lights and accumulate illumination
+       R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, photonscaling, flag);
+
+       // clear the texture
+       R_Shadow_BounceGrid_ClearPixels();
+       
+       // accumulate the light splatting into texture
+       R_Shadow_BounceGrid_PerformSplats();
+
+       // apply a mild blur filter to the texture
+       R_Shadow_BounceGrid_BlurPixels();
+
+       // convert the pixels to lower precision and upload the texture
+       R_Shadow_BounceGrid_ConvertPixelsAndUpload();
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
@@ -3527,7 +3935,7 @@ void R_RTLight_Compile(rtlight_t *rtlight)
                                lighttris++;
 
        shadowtris = 0;
-       if (rtlight->static_numlighttrispvsbytes)
+       if (rtlight->static_numshadowtrispvsbytes)
                for (i = 0;i < rtlight->static_numshadowtrispvsbytes*8;i++)
                        if (CHECKPVSBIT(rtlight->static_shadowtrispvs, i))
                                shadowtris++;
@@ -3941,7 +4349,6 @@ static void R_Shadow_PrepareLight(rtlight_t *rtlight)
        rtlight->cached_numshadowentities              = 0;
        rtlight->cached_numshadowentities_noselfshadow = 0;
        rtlight->cached_numsurfaces                    = 0;
-       rtlight->occlusion_buf                         = 0;
        rtlight->cached_lightentities                  = NULL;
        rtlight->cached_lightentities_noselfshadow     = NULL;
        rtlight->cached_shadowentities                 = NULL;
@@ -5165,13 +5572,17 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                        CHECKGLERROR
                        // See if we can use the GPU-side method to prevent implicit sync
                        if (vid.support.arb_query_buffer_object) {
-#define BUFFER_OFFSET(i)    ((void*)NULL + (i))
-                               qglGenBuffersARB(1, &rtlight->occlusion_buf);
-                               qglBindBufferARB(GL_QUERY_BUFFER_ARB, rtlight->occlusion_buf);
-                               qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
+#define BUFFER_OFFSET(i)    ((GLint *)((unsigned char*)NULL + (i)))
+                               if (!r_shadow_occlusion_buf) {
+                                       qglGenBuffersARB(1, &r_shadow_occlusion_buf);
+                                       qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
+                                       qglBufferDataARB(GL_QUERY_BUFFER_ARB, 8, NULL, GL_DYNAMIC_COPY);
+                               } else {
+                                       qglBindBufferARB(GL_QUERY_BUFFER_ARB, r_shadow_occlusion_buf);
+                               }
                                qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(0));
                                qglGetQueryObjectivARB(rtlight->corona_queryindex_allpixels, GL_QUERY_RESULT_ARB, BUFFER_OFFSET(4));
-                               qglBindBufferBase(GL_UNIFORM_BUFFER, 0, rtlight->occlusion_buf);
+                               qglBindBufferBase(GL_UNIFORM_BUFFER, 0, r_shadow_occlusion_buf);
                                occlude = MATERIALFLAG_OCCLUDE;
                        } else {
                                qglGetQueryObjectivARB(rtlight->corona_queryindex_visiblepixels, GL_QUERY_RESULT_ARB, &visiblepixels);
@@ -5224,9 +5635,6 @@ static void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
                if(negated)
                        GL_BlendEquationSubtract(false);
        }
-       if (rtlight->occlusion_buf) {
-               qglDeleteBuffersARB(1, &rtlight->occlusion_buf);
-       }
 }
 
 void R_Shadow_DrawCoronas(void)
@@ -6033,10 +6441,14 @@ void R_Shadow_EditLights_Reload_f(void)
                return;
        strlcpy(r_shadow_mapname, cl.worldname, sizeof(r_shadow_mapname));
        R_Shadow_ClearWorldLights();
-       R_Shadow_LoadWorldLights();
-       if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
+       if (r_shadow_realtime_world_importlightentitiesfrommap.integer <= 1)
+       {
+               R_Shadow_LoadWorldLights();
+               if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
+                       R_Shadow_LoadLightsFile();
+       }
+       if (r_shadow_realtime_world_importlightentitiesfrommap.integer >= 1)
        {
-               R_Shadow_LoadLightsFile();
                if (!Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray))
                        R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite();
        }