X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_shadow.c;h=3d14ab03dcc9ad09610f0e83a9421667d7e4ecf0;hp=bc7de2a9d5d213ef82fa2d5b5220d46ce7fc3cd9;hb=749072a8f60b88ef37448e224e83944b7096e909;hpb=dc18f6c95faaa755790bbd4a57cdc01d0da35191 diff --git a/r_shadow.c b/r_shadow.c index bc7de2a9..3d14ab03 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -135,124 +135,123 @@ unsigned int r_shadow_occlusion_buf = 0; // used only for light filters (cubemaps) rtexturepool_t *r_shadow_filters_texturepool; -cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; -cvar_t r_shadow_bumpscale_bumpmap = {0, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; -cvar_t r_shadow_debuglight = {0, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; -cvar_t r_shadow_deferred = {CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; -cvar_t r_shadow_usebihculling = {0, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; -cvar_t r_shadow_usenormalmap = {CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; -cvar_t r_shadow_gloss = {CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; -cvar_t r_shadow_gloss2intensity = {0, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; -cvar_t r_shadow_glossintensity = {0, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; -cvar_t r_shadow_glossexponent = {0, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; -cvar_t r_shadow_gloss2exponent = {0, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"}; -cvar_t r_shadow_glossexact = {0, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; -cvar_t r_shadow_lightattenuationdividebias = {0, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; -cvar_t r_shadow_lightattenuationlinearscale = {0, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; -cvar_t r_shadow_lightintensityscale = {0, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; -cvar_t r_shadow_lightradiusscale = {0, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; -cvar_t r_shadow_projectdistance = {0, "r_shadow_projectdistance", "0", "how far to cast shadows"}; -cvar_t r_shadow_frontsidecasting = {0, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; -cvar_t r_shadow_realtime_dlight = {CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; -cvar_t r_shadow_realtime_dlight_shadows = {CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; -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"}; -cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; -cvar_t r_shadow_realtime_world_compilesvbsp = {0, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; -cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; -cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; -cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"}; -cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"}; -cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; -cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; -cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; -cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"}; -cvar_t r_shadow_shadowmapping_maxsize = {CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."}; -cvar_t r_shadow_shadowmapping_texturesize = { CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"}; -cvar_t r_shadow_shadowmapping_precision = {CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; -//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; -//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; -cvar_t r_shadow_shadowmapping_bordersize = {CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"}; -cvar_t r_shadow_shadowmapping_nearclip = {CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; -cvar_t r_shadow_shadowmapping_bias = {CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; -cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; -cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; -cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"}; -cvar_t r_shadow_culllights_pvs = {CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"}; -cvar_t r_shadow_culllights_trace = {CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"}; -cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"}; -cvar_t r_shadow_culllights_trace_enlarge = {CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"}; -cvar_t r_shadow_culllights_trace_expand = {CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"}; -cvar_t r_shadow_culllights_trace_pad = {CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"}; -cvar_t r_shadow_culllights_trace_samples = {CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"}; -cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"}; -cvar_t r_shadow_culllights_trace_delay = {CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"}; -cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; -cvar_t r_shadow_bouncegrid_blur = {CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; -cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; -cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color" }; -cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "1", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"}; -cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; -cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; -cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; -cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "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_quality = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)"}; -cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"}; -cvar_t r_shadow_bouncegrid_dynamic_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", "1", "overall brightness of bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_lightpathsize_conespread = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_conespread", "0.015625", "increase lightpathsize over distance at this rate per grid cell"}; -cvar_t r_shadow_bouncegrid_lightpathsize_initial = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize_initial", "0.5", "width (in grid cells) of the light path for accumulation of light in the bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" }; -cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; -cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"}; -cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" }; -cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" }; -cvar_t r_shadow_bouncegrid_sortlightpaths = {CVAR_SAVE, "r_shadow_bouncegrid_sortlightpaths", "1", "sort light paths before accumulating them into the bouncegrid texture, this reduces cpu cache misses"}; -cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; -cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = { CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color" }; -cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; -cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; -cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; -cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"}; -cvar_t r_shadow_bouncegrid_static_quality = { CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing^2 to make it adaptive with spacing changes)" }; -cvar_t r_shadow_bouncegrid_static_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", "fades coronas according to visibility"}; -cvar_t gl_flashblend = {CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; -cvar_t r_editlights = {0, "r_editlights", "0", "enables .rtlights file editing mode"}; -cvar_t r_editlights_cursordistance = {0, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; -cvar_t r_editlights_cursorpushback = {0, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; -cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; -cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; -cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; -cvar_t r_editlights_drawproperties = {0, "r_editlights_drawproperties", "1", "draw properties of currently selected light"}; -cvar_t r_editlights_current_origin = {0, "r_editlights_current_origin", "0 0 0", "origin of selected light"}; -cvar_t r_editlights_current_angles = {0, "r_editlights_current_angles", "0 0 0", "angles of selected light"}; -cvar_t r_editlights_current_color = {0, "r_editlights_current_color", "1 1 1", "color of selected light"}; -cvar_t r_editlights_current_radius = {0, "r_editlights_current_radius", "0", "radius of selected light"}; -cvar_t r_editlights_current_corona = {0, "r_editlights_current_corona", "0", "corona intensity of selected light"}; -cvar_t r_editlights_current_coronasize = {0, "r_editlights_current_coronasize", "0", "corona size of selected light"}; -cvar_t r_editlights_current_style = {0, "r_editlights_current_style", "0", "style of selected light"}; -cvar_t r_editlights_current_shadows = {0, "r_editlights_current_shadows", "0", "shadows flag of selected light"}; -cvar_t r_editlights_current_cubemap = {0, "r_editlights_current_cubemap", "0", "cubemap of selected light"}; -cvar_t r_editlights_current_ambient = {0, "r_editlights_current_ambient", "0", "ambient intensity of selected light"}; -cvar_t r_editlights_current_diffuse = {0, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"}; -cvar_t r_editlights_current_specular = {0, "r_editlights_current_specular", "1", "specular intensity of selected light"}; -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"}; +cvar_t r_shadow_bumpscale_basetexture = {CVAR_CLIENT, "r_shadow_bumpscale_basetexture", "0", "generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_bumpscale_bumpmap = {CVAR_CLIENT, "r_shadow_bumpscale_bumpmap", "4", "what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect"}; +cvar_t r_shadow_debuglight = {CVAR_CLIENT, "r_shadow_debuglight", "-1", "renders only one light, for level design purposes or debugging"}; +cvar_t r_shadow_deferred = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_deferred", "0", "uses image-based lighting instead of geometry-based lighting, the method used renders a depth image and a normalmap image, renders lights into separate diffuse and specular images, and then combines this into the normal rendering, requires r_shadow_shadowmapping"}; +cvar_t r_shadow_usebihculling = {CVAR_CLIENT, "r_shadow_usebihculling", "1", "use BIH (Bounding Interval Hierarchy) for culling lit surfaces instead of BSP (Binary Space Partitioning)"}; +cvar_t r_shadow_usenormalmap = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_usenormalmap", "1", "enables use of directional shading on lights"}; +cvar_t r_shadow_gloss = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_gloss", "1", "0 disables gloss (specularity) rendering, 1 uses gloss if textures are found, 2 forces a flat metallic specular effect on everything without textures (similar to tenebrae)"}; +cvar_t r_shadow_gloss2intensity = {CVAR_CLIENT, "r_shadow_gloss2intensity", "0.125", "how bright the forced flat gloss should look if r_shadow_gloss is 2"}; +cvar_t r_shadow_glossintensity = {CVAR_CLIENT, "r_shadow_glossintensity", "1", "how bright textured glossmaps should look if r_shadow_gloss is 1 or 2"}; +cvar_t r_shadow_glossexponent = {CVAR_CLIENT, "r_shadow_glossexponent", "32", "how 'sharp' the gloss should appear (specular power)"}; +cvar_t r_shadow_gloss2exponent = {CVAR_CLIENT, "r_shadow_gloss2exponent", "32", "same as r_shadow_glossexponent but for forced gloss (gloss 2) surfaces"}; +cvar_t r_shadow_glossexact = {CVAR_CLIENT, "r_shadow_glossexact", "0", "use exact reflection math for gloss (slightly slower, but should look a tad better)"}; +cvar_t r_shadow_lightattenuationdividebias = {CVAR_CLIENT, "r_shadow_lightattenuationdividebias", "1", "changes attenuation texture generation"}; +cvar_t r_shadow_lightattenuationlinearscale = {CVAR_CLIENT, "r_shadow_lightattenuationlinearscale", "2", "changes attenuation texture generation"}; +cvar_t r_shadow_lightintensityscale = {CVAR_CLIENT, "r_shadow_lightintensityscale", "1", "renders all world lights brighter or darker"}; +cvar_t r_shadow_lightradiusscale = {CVAR_CLIENT, "r_shadow_lightradiusscale", "1", "renders all world lights larger or smaller"}; +cvar_t r_shadow_projectdistance = {CVAR_CLIENT, "r_shadow_projectdistance", "0", "how far to cast shadows"}; +cvar_t r_shadow_frontsidecasting = {CVAR_CLIENT, "r_shadow_frontsidecasting", "1", "whether to cast shadows from illuminated triangles (front side of model) or unlit triangles (back side of model)"}; +cvar_t r_shadow_realtime_dlight = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight", "1", "enables rendering of dynamic lights such as explosions and rocket light"}; +cvar_t r_shadow_realtime_dlight_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_realtime_dlight_shadows", "1", "enables rendering of shadows from dynamic lights"}; +cvar_t r_shadow_realtime_dlight_svbspculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_svbspculling", "0", "enables svbsp optimization on dynamic lights (very slow!)"}; +cvar_t r_shadow_realtime_dlight_portalculling = {CVAR_CLIENT, "r_shadow_realtime_dlight_portalculling", "0", "enables portal optimization on dynamic lights (slow!)"}; +cvar_t r_shadow_realtime_world = {CVAR_CLIENT | 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 = {CVAR_CLIENT, "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_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_realtime_world_shadows", "1", "enables rendering of shadows from world lights"}; +cvar_t r_shadow_realtime_world_compile = {CVAR_CLIENT, "r_shadow_realtime_world_compile", "1", "enables compilation of world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compileshadow = {CVAR_CLIENT, "r_shadow_realtime_world_compileshadow", "1", "enables compilation of shadows from world lights for higher performance rendering"}; +cvar_t r_shadow_realtime_world_compilesvbsp = {CVAR_CLIENT, "r_shadow_realtime_world_compilesvbsp", "1", "enables svbsp optimization during compilation (slower than compileportalculling but more exact)"}; +cvar_t r_shadow_realtime_world_compileportalculling = {CVAR_CLIENT, "r_shadow_realtime_world_compileportalculling", "1", "enables portal-based culling optimization during compilation (overrides compilesvbsp)"}; +cvar_t r_shadow_scissor = {CVAR_CLIENT, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; +cvar_t r_shadow_shadowmapping = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (shadow rendering by depth texture sampling)"}; +cvar_t r_shadow_shadowmapping_filterquality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"}; +cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; +cvar_t r_shadow_shadowmapping_depthbits = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; +cvar_t r_shadow_shadowmapping_vsdct = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; +cvar_t r_shadow_shadowmapping_minsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "limit of shadowmap side size - must be at least r_shadow_shadowmapping_bordersize+2"}; +cvar_t r_shadow_shadowmapping_maxsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_maxsize", "512", "limit of shadowmap side size - can not be more than 1/8th of atlassize because lights store 6 sides (2x3 grid) and sometimes 12 sides (4x3 grid for shadows from EF_NOSELFSHADOW entities) and there are multiple lights..."}; +cvar_t r_shadow_shadowmapping_texturesize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_texturesize", "8192", "size of shadowmap atlas texture - all shadowmaps are packed into this texture at frame start"}; +cvar_t r_shadow_shadowmapping_precision = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_precision", "1", "makes shadowmaps have a maximum resolution of this number of pixels per light source radius unit such that, for example, at precision 0.5 a light with radius 200 will have a maximum resolution of 100 pixels"}; +//cvar_t r_shadow_shadowmapping_lod_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_bias", "16", "shadowmap size bias"}; +//cvar_t r_shadow_shadowmapping_lod_scale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_lod_scale", "128", "shadowmap size scaling parameter"}; +cvar_t r_shadow_shadowmapping_bordersize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bordersize", "5", "shadowmap size bias for filtering"}; +cvar_t r_shadow_shadowmapping_nearclip = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_nearclip", "1", "shadowmap nearclip in world units"}; +cvar_t r_shadow_shadowmapping_bias = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_bias", "0.03", "shadowmap bias parameter (this is multiplied by nearclip * 1024 / lodsize)"}; +cvar_t r_shadow_shadowmapping_polygonfactor = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonfactor", "2", "slope-dependent shadowmapping bias"}; +cvar_t r_shadow_shadowmapping_polygonoffset = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_shadowmapping_polygonoffset", "0", "constant shadowmapping bias"}; +cvar_t r_shadow_sortsurfaces = {CVAR_CLIENT, "r_shadow_sortsurfaces", "1", "improve performance by sorting illuminated surfaces by texture"}; +cvar_t r_shadow_culllights_pvs = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_pvs", "1", "check if light overlaps any visible bsp leafs when determining if the light is visible"}; +cvar_t r_shadow_culllights_trace = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace", "1", "use raytraces from the eye to random places within light bounds to determine if the light is visible"}; +cvar_t r_shadow_culllights_trace_eyejitter = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_eyejitter", "16", "offset eye location randomly by this much"}; +cvar_t r_shadow_culllights_trace_enlarge = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_enlarge", "0", "make light bounds bigger by *(1.0+enlarge)"}; +cvar_t r_shadow_culllights_trace_expand = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_expand", "8", "make light bounds bigger by this many units"}; +cvar_t r_shadow_culllights_trace_pad = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_pad", "8", "accept traces that hit within this many units of the light bounds"}; +cvar_t r_shadow_culllights_trace_samples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_samples", "16", "use this many traces to random positions (in addition to center trace)"}; +cvar_t r_shadow_culllights_trace_tempsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_tempsamples", "16", "use this many traces if the light was created by csqc (no inter-frame caching), -1 disables the check (to avoid flicker entirely)"}; +cvar_t r_shadow_culllights_trace_delay = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_culllights_trace_delay", "1", "light will be considered visible for this many seconds after any trace connects"}; +cvar_t r_shadow_bouncegrid = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_blur", "0", "apply a 1-radius blur on bouncegrid to denoise it and deal with boundary issues with surfaces"}; +cvar_t r_shadow_bouncegrid_dynamic_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_bounceminimumintensity", "0.05", "stop bouncing once intensity drops below this fraction of the original particle color"}; +cvar_t r_shadow_bouncegrid_dynamic_culllightpaths = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_culllightpaths", "0", "skip accumulating light in the bouncegrid texture where the light paths are out of view (dynamic mode only)"}; +cvar_t r_shadow_bouncegrid_dynamic_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_directionalshading", "1", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"}; +cvar_t r_shadow_bouncegrid_dynamic_dlightparticlemultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_dlightparticlemultiplier", "1", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; +cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; +cvar_t r_shadow_bouncegrid_dynamic_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1)"}; +cvar_t r_shadow_bouncegrid_dynamic_maxbounce = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_maxphotons", "25000", "upper bound on photons to shoot per update, divided proportionately between lights - normally the number of photons is calculated by energyperphoton"}; +cvar_t r_shadow_bouncegrid_dynamic_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_quality", "1", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"}; +cvar_t r_shadow_bouncegrid_dynamic_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_spacing", "64", "unit size of bouncegrid pixel"}; +cvar_t r_shadow_bouncegrid_dynamic_updateinterval = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_x", "64", "maximum texture size of bouncegrid on X axis"}; +cvar_t r_shadow_bouncegrid_dynamic_y = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_y", "64", "maximum texture size of bouncegrid on Y axis"}; +cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_dynamic_z", "32", "maximum texture size of bouncegrid on Z axis"}; +cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_CLIENT | 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_CLIENT | 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_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_lightpathsize = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_normalizevectors = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)"}; +cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "4", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"}; +cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"}; +cvar_t r_shadow_bouncegrid_rng_seed = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode"}; +cvar_t r_shadow_bouncegrid_rng_type = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)"}; +cvar_t r_shadow_bouncegrid_static = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; +cvar_t r_shadow_bouncegrid_static_bounceminimumintensity = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_bounceminimumintensity", "0.01", "stop bouncing once intensity drops below this fraction of the original particle color"}; +cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"}; +cvar_t r_shadow_bouncegrid_static_lightradiusscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_lightradiusscale", "5", "particles stop at this fraction of light radius (can be more than 1) when in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxbounce = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxbounce", "5", "maximum number of bounces for a particle (minimum is 0) in static mode"}; +cvar_t r_shadow_bouncegrid_static_maxphotons = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_maxphotons", "250000", "upper bound on photons in static mode"}; +cvar_t r_shadow_bouncegrid_static_quality = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_quality", "16", "amount of photons that should be fired (this is multiplied by spacing ^ 2 to make it adaptive with spacing changes)"}; +cvar_t r_shadow_bouncegrid_static_spacing = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_static_spacing", "64", "unit size of bouncegrid pixel when in static mode"}; +cvar_t r_shadow_bouncegrid_subsamples = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_subsamples", "1", "when generating the texture, sample this many points along each dimension (multisampling uses more compute but not more memory bandwidth)"}; +cvar_t r_shadow_bouncegrid_threaded = {CVAR_CLIENT | CVAR_SAVE, "r_shadow_bouncegrid_threaded", "1", "enables use of taskqueue_maxthreads to perform the traces and slice rendering of bouncegrid"}; +cvar_t r_coronas = {CVAR_CLIENT | CVAR_SAVE, "r_coronas", "0", "brightness of corona flare effects around certain lights, 0 disables corona effects"}; +cvar_t r_coronas_occlusionsizescale = {CVAR_CLIENT | 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_CLIENT | CVAR_SAVE, "r_coronas_occlusionquery", "0", "fades coronas according to visibility"}; +cvar_t gl_flashblend = {CVAR_CLIENT | CVAR_SAVE, "gl_flashblend", "0", "render bright coronas for dynamic lights instead of actual lighting, fast but ugly"}; +cvar_t r_editlights = {CVAR_CLIENT, "r_editlights", "0", "enables .rtlights file editing mode"}; +cvar_t r_editlights_cursordistance = {CVAR_CLIENT, "r_editlights_cursordistance", "1024", "maximum distance of cursor from eye"}; +cvar_t r_editlights_cursorpushback = {CVAR_CLIENT, "r_editlights_cursorpushback", "0", "how far to pull the cursor back toward the eye"}; +cvar_t r_editlights_cursorpushoff = {CVAR_CLIENT, "r_editlights_cursorpushoff", "4", "how far to push the cursor off the impacted surface"}; +cvar_t r_editlights_cursorgrid = {CVAR_CLIENT, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"}; +cvar_t r_editlights_quakelightsizescale = {CVAR_CLIENT | CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"}; +cvar_t r_editlights_drawproperties = {CVAR_CLIENT, "r_editlights_drawproperties", "1", "draw properties of currently selected light"}; +cvar_t r_editlights_current_origin = {CVAR_CLIENT, "r_editlights_current_origin", "0 0 0", "origin of selected light"}; +cvar_t r_editlights_current_angles = {CVAR_CLIENT, "r_editlights_current_angles", "0 0 0", "angles of selected light"}; +cvar_t r_editlights_current_color = {CVAR_CLIENT, "r_editlights_current_color", "1 1 1", "color of selected light"}; +cvar_t r_editlights_current_radius = {CVAR_CLIENT, "r_editlights_current_radius", "0", "radius of selected light"}; +cvar_t r_editlights_current_corona = {CVAR_CLIENT, "r_editlights_current_corona", "0", "corona intensity of selected light"}; +cvar_t r_editlights_current_coronasize = {CVAR_CLIENT, "r_editlights_current_coronasize", "0", "corona size of selected light"}; +cvar_t r_editlights_current_style = {CVAR_CLIENT, "r_editlights_current_style", "0", "style of selected light"}; +cvar_t r_editlights_current_shadows = {CVAR_CLIENT, "r_editlights_current_shadows", "0", "shadows flag of selected light"}; +cvar_t r_editlights_current_cubemap = {CVAR_CLIENT, "r_editlights_current_cubemap", "0", "cubemap of selected light"}; +cvar_t r_editlights_current_ambient = {CVAR_CLIENT, "r_editlights_current_ambient", "0", "ambient intensity of selected light"}; +cvar_t r_editlights_current_diffuse = {CVAR_CLIENT, "r_editlights_current_diffuse", "1", "diffuse intensity of selected light"}; +cvar_t r_editlights_current_specular = {CVAR_CLIENT, "r_editlights_current_specular", "1", "specular intensity of selected light"}; +cvar_t r_editlights_current_normalmode = {CVAR_CLIENT, "r_editlights_current_normalmode", "0", "normalmode flag of selected light"}; +cvar_t r_editlights_current_realtimemode = {CVAR_CLIENT, "r_editlights_current_realtimemode", "0", "realtimemode flag of selected light"}; r_shadow_bouncegrid_state_t r_shadow_bouncegrid_state; @@ -282,7 +281,7 @@ void R_Shadow_SaveWorldLights(void); void R_Shadow_LoadWorldLights(void); void R_Shadow_LoadLightsFile(void); void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void); -void R_Shadow_EditLights_Reload_f(void); +void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd); static void R_Shadow_MakeTextures(void); #define EDLIGHTSPRSIZE 8 @@ -359,7 +358,7 @@ static void R_Shadow_SetShadowMode(void) } if(R_CompileShader_CheckStaticParms()) - R_GLSL_Restart_f(); + R_GLSL_Restart_f(&cmd_client); } qboolean R_Shadow_ShadowMappingEnabled(void) @@ -494,8 +493,9 @@ static void r_shadow_shutdown(void) if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; - if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; + if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; + if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; memset(&r_shadow_bouncegrid_state, 0, sizeof(r_shadow_bouncegrid_state)); r_shadow_attenuationgradienttexture = NULL; R_FreeTexturePool(&r_shadow_texturepool); @@ -567,9 +567,9 @@ static void r_shadow_newmap(void) if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; } if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; } if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; } - if (r_shadow_bouncegrid_state.splatpaths) { Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; } - - r_shadow_bouncegrid_state.maxsplatpaths = 0; + if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; + if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; if (r_shadow_bouncegrid_state.texture) { R_FreeTexture(r_shadow_bouncegrid_state.texture);r_shadow_bouncegrid_state.texture = NULL; } if (r_shadow_lightcorona) { R_SkinFrame_MarkUsed(r_shadow_lightcorona); } @@ -580,7 +580,7 @@ static void r_shadow_newmap(void) if (r_editlights_sprcubemapnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); } if (r_editlights_sprselection) { R_SkinFrame_MarkUsed(r_editlights_sprselection); } if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname))) - R_Shadow_EditLights_Reload_f(); + R_Shadow_EditLights_Reload_f(&cmd_client); } void R_Shadow_Init(void) @@ -644,7 +644,6 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_culllights_trace_delay); Cvar_RegisterVariable(&r_shadow_bouncegrid); Cvar_RegisterVariable(&r_shadow_bouncegrid_blur); - Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_bounceminimumintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_culllightpaths); Cvar_RegisterVariable(&r_shadow_bouncegrid_dynamic_directionalshading); @@ -662,14 +661,12 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_bouncegrid_floatcolors); Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting); Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity); - Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_conespread); - Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize_initial); + Cvar_RegisterVariable(&r_shadow_bouncegrid_lightpathsize); Cvar_RegisterVariable(&r_shadow_bouncegrid_normalizevectors); Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_seed); Cvar_RegisterVariable(&r_shadow_bouncegrid_rng_type); - Cvar_RegisterVariable(&r_shadow_bouncegrid_sortlightpaths); Cvar_RegisterVariable(&r_shadow_bouncegrid_static); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_bounceminimumintensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading); @@ -678,6 +675,8 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_bouncegrid_static_maxphotons); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_quality); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_spacing); + Cvar_RegisterVariable(&r_shadow_bouncegrid_subsamples); + Cvar_RegisterVariable(&r_shadow_bouncegrid_threaded); Cvar_RegisterVariable(&r_coronas); Cvar_RegisterVariable(&r_coronas_occlusionsizescale); Cvar_RegisterVariable(&r_coronas_occlusionquery); @@ -1660,110 +1659,6 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping) R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0); } -#define MAXBOUNCEGRIDSPLATSIZE 7 -#define MAXBOUNCEGRIDSPLATSIZE1 (MAXBOUNCEGRIDSPLATSIZE+1) - -// these are temporary data per-frame, sorted and performed in a more -// cache-friendly order than the original photons -typedef struct r_shadow_bouncegrid_splatpath_s -{ - vec3_t point; - vec3_t step; - vec3_t splatcolor; - vec3_t splatdir; - vec_t splatintensity; - vec_t splatsize_current; - vec_t splatsize_perstep; - int remainingsplats; -} -r_shadow_bouncegrid_splatpath_t; - -static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t originalend, vec3_t color, vec_t distancetraveled) -{ - 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; - } - - // 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_state.maxsplatpaths *= 2; - if (r_shadow_bouncegrid_state.maxsplatpaths < 16384) - r_shadow_bouncegrid_state.maxsplatpaths = 16384; - r_shadow_bouncegrid_state.splatpaths = (r_shadow_bouncegrid_splatpath_t *)Mem_Realloc(r_main_mempool, r_shadow_bouncegrid_state.splatpaths, sizeof(r_shadow_bouncegrid_splatpath_t) * r_shadow_bouncegrid_state.maxsplatpaths); - } - - // 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->splatsize_current = r_shadow_bouncegrid_state.settings.lightpathsize_initial + r_shadow_bouncegrid_state.settings.lightpathsize_conespread * distancetraveled * r_shadow_bouncegrid_state.ispacing[0]; - path->splatsize_perstep = r_shadow_bouncegrid_state.settings.lightpathsize_conespread; - path->splatintensity = VectorLength(color); - path->remainingsplats = numsplats; -} - static qboolean R_Shadow_BounceGrid_CheckEnable(int flag) { qboolean enable = r_shadow_bouncegrid_state.capable && r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; @@ -1812,9 +1707,7 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t settings->staticmode = s; settings->blur = r_shadow_bouncegrid_blur.integer != 0; settings->floatcolors = bound(0, r_shadow_bouncegrid_floatcolors.integer, 2); - settings->lightpathsize_initial = bound(0.0f, r_shadow_bouncegrid_lightpathsize_initial.value, 1024.0f); - settings->lightpathsize_conespread = bound(0.0f, r_shadow_bouncegrid_lightpathsize_conespread.value, 1024.0f); - settings->bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; + settings->lightpathsize = bound(0.0f, r_shadow_bouncegrid_lightpathsize.value, 1024.0f); 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; @@ -1822,9 +1715,9 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t 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 * (settings->directionalshading ? 4.0f : 1.0f) * 16384 / (spacing * spacing) / 262144.0f; + settings->particleintensity = r_shadow_bouncegrid_particleintensity.value * (settings->directionalshading ? 4.0f : 1.0f) / 65536.0f; settings->maxphotons = s ? r_shadow_bouncegrid_static_maxphotons.integer : r_shadow_bouncegrid_dynamic_maxphotons.integer; - settings->energyperphoton = spacing * spacing / quality; + settings->energyperphoton = 4096.0f / quality; settings->spacing[0] = spacing; settings->spacing[1] = spacing; settings->spacing[2] = spacing; @@ -1833,6 +1726,7 @@ static void R_Shadow_BounceGrid_GenerateSettings(r_shadow_bouncegrid_settings_t settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity; settings->bounceminimumintensity2 = bounceminimumintensity * bounceminimumintensity; settings->normalizevectors = r_shadow_bouncegrid_normalizevectors.integer != 0; + settings->subsamples = bound(1, r_shadow_bouncegrid_subsamples.integer, 4); // bound the values for sanity settings->maxphotons = bound(1, settings->maxphotons, 25000000); @@ -1983,9 +1877,10 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) if (r_shadow_bouncegrid_state.blurpixels[1]) { Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; } if (r_shadow_bouncegrid_state.u8pixels) { Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; } if (r_shadow_bouncegrid_state.fp16pixels) { Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; } - if (r_shadow_bouncegrid_state.splatpaths) { Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; } + if (r_shadow_bouncegrid_state.photons) { Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; } + if (r_shadow_bouncegrid_state.photons_tasks) { Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; } + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; r_shadow_bouncegrid_state.numpixels = numpixels; } @@ -2001,13 +1896,37 @@ static void R_Shadow_BounceGrid_UpdateSpacing(void) Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegrid_state.matrix, m); } +static float R_Shadow_BounceGrid_RefractiveIndexAtPoint(vec3_t point) +{ + // check material at shadoworigin to see what the initial refractive index should be + int hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK; + int skipsupercontentsmask = 0; + int skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND; + trace_t trace = CL_TracePoint(point, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, true, false, NULL, true); + if (trace.starttexture && (trace.starttexture->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))) + return trace.starttexture->refractive_index; + else if (trace.startsupercontents & SUPERCONTENTS_LIQUIDSMASK) + return 1.333f; // water + else + return 1.0003f; // air +} + // enumerate world rtlights and sum the overall amount of light in the world, // from that we can calculate a scaling factor to fairly distribute photons // to all the lights // // this modifies rtlight->photoncolor and rtlight->photons -static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *settings, unsigned int range, unsigned int range1, unsigned int range2, int flag) +static void R_Shadow_BounceGrid_AssignPhotons_Task(taskqueue_task_t *t) { + // get the range of light numbers we'll be looping over: + // range = static lights + // range1 = dynamic lights (optional) + // range2 = range + range1 + unsigned int range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked + unsigned int range1 = r_shadow_bouncegrid_state.settings.staticmode ? 0 : r_refdef.scene.numlights; + unsigned int range2 = range + range1; + int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; + float normalphotonscaling; float photonscaling; float photonintensity; @@ -2021,7 +1940,15 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se unsigned int lightindex; dlight_t *light; rtlight_t *rtlight; - normalphotonscaling = 1.0f / max(0.0001f, settings->energyperphoton); + int shootparticles; + int shotparticles; + float bounceminimumintensity2; + float startrefractiveindex; + unsigned int seed; + randomseed_t randomseed; + vec3_t baseshotcolor; + + normalphotonscaling = 1.0f / max(0.0000001f, r_shadow_bouncegrid_state.settings.energyperphoton); for (lightindex = 0;lightindex < range2;lightindex++) { if (lightindex < range) @@ -2037,7 +1964,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se rtlight->bouncegrid_effectiveradius = 0; if (!(light->flags & flag)) continue; - if (settings->staticmode) + if (r_shadow_bouncegrid_state.settings.staticmode) { // when static, we skip styled lights because they tend to change... if (rtlight->style > 0 && r_shadow_bouncegrid.integer != 2) @@ -2056,7 +1983,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se rtlight->bouncegrid_effectiveradius = 0; } // draw only visible lights (major speedup) - radius = rtlight->radius * settings->lightradiusscale; + radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale; cullmins[0] = rtlight->shadoworigin[0] - radius; cullmins[1] = rtlight->shadoworigin[1] - radius; cullmins[2] = rtlight->shadoworigin[2] - radius; @@ -2064,7 +1991,7 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se cullmaxs[1] = rtlight->shadoworigin[1] + radius; cullmaxs[2] = rtlight->shadoworigin[2] + radius; w = r_shadow_lightintensityscale.value * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); - if (!settings->staticmode) + if (!r_shadow_bouncegrid_state.settings.staticmode) { // skip if the expanded light box does not touch any visible leafs if (r_refdef.scene.worldmodel @@ -2106,10 +2033,10 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se s = rtlight->radius; lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale); if (lightindex >= range) - lightintensity *= settings->dlightparticlemultiplier; + lightintensity *= r_shadow_bouncegrid_state.settings.dlightparticlemultiplier; rtlight->bouncegrid_photons = lightintensity * s * s * normalphotonscaling; photoncount += rtlight->bouncegrid_photons; - VectorScale(rtlight->bouncegrid_photoncolor, settings->particleintensity * settings->energyperphoton, rtlight->bouncegrid_photoncolor); + VectorScale(rtlight->bouncegrid_photoncolor, r_shadow_bouncegrid_state.settings.particleintensity * r_shadow_bouncegrid_state.settings.energyperphoton, rtlight->bouncegrid_photoncolor); // if the lightstyle happens to be off right now, we can skip actually // firing the photons, but we did have to count them in the total. //if (VectorLength2(rtlight->photoncolor) == 0.0f) @@ -2121,9 +2048,9 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se // like doing that in the typical case photonscaling = 1.0f; photonintensity = 1.0f; - if (photoncount > settings->maxphotons) + if (photoncount > r_shadow_bouncegrid_state.settings.maxphotons) { - photonscaling = settings->maxphotons / photoncount; + photonscaling = r_shadow_bouncegrid_state.settings.maxphotons / photoncount; photonintensity = 1.0f / photonscaling; } @@ -2142,174 +2069,290 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se rtlight->bouncegrid_photons *= photonscaling; VectorScale(rtlight->bouncegrid_photoncolor, photonintensity, rtlight->bouncegrid_photoncolor); } -} -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; -} + // compute a seed for the unstable random modes + Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0); + seed = realtime * 1000.0; -static void R_Shadow_BounceGrid_ClearPixels(void) -{ - // clear the highpixels array we'll be accumulating into - if (r_shadow_bouncegrid_state.blurpixels[0] == NULL) - r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); - if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL) - r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); - r_shadow_bouncegrid_state.highpixels_index = 0; - r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; - memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); + for (lightindex = 0; lightindex < range2; lightindex++) + { + if (lightindex < range) + { + light = (dlight_t *)Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); + if (!light) + continue; + rtlight = &light->rtlight; + } + else + rtlight = r_refdef.scene.lights[lightindex - range]; + // note that this code used to keep track of residual photons and + // distribute them evenly to achieve exactly a desired photon count, + // but that caused unwanted flickering in dynamic mode + shootparticles = (int)floor(rtlight->bouncegrid_photons); + // skip if we won't be shooting any photons + if (!shootparticles) + continue; + radius = rtlight->radius * r_shadow_bouncegrid_state.settings.lightradiusscale; + //s = settings.particleintensity / shootparticles; + //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor); + VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor); + if (VectorLength2(baseshotcolor) <= 0.0f) + continue; + r_refdef.stats[r_stat_bouncegrid_lights]++; + r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles; + // we stop caring about bounces once the brightness goes below this fraction of the original intensity + bounceminimumintensity2 = VectorLength(baseshotcolor) * r_shadow_bouncegrid_state.settings.bounceminimumintensity2; + + // check material at shadoworigin to see what the initial refractive index should be + startrefractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(rtlight->shadoworigin); + + // for seeded random we start the RNG with the position of the light + if (r_shadow_bouncegrid_state.settings.rng_seed >= 0) + { + union + { + unsigned int i[4]; + float f[4]; + } + u; + u.f[0] = rtlight->shadoworigin[0]; + u.f[1] = rtlight->shadoworigin[1]; + u.f[2] = rtlight->shadoworigin[2]; + u.f[3] = 1; + switch (r_shadow_bouncegrid_state.settings.rng_type) + { + default: + case 0: + // we have to shift the seed provided by the user because the result must be odd + Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (r_shadow_bouncegrid_state.settings.rng_seed << 1)); + break; + case 1: + seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ r_shadow_bouncegrid_state.settings.rng_seed; + break; + } + } + + for (shotparticles = 0; shotparticles < shootparticles && r_shadow_bouncegrid_state.numphotons < r_shadow_bouncegrid_state.settings.maxphotons; shotparticles++) + { + r_shadow_bouncegrid_photon_t *p = r_shadow_bouncegrid_state.photons + r_shadow_bouncegrid_state.numphotons++; + VectorCopy(baseshotcolor, p->color); + VectorCopy(rtlight->shadoworigin, p->start); + switch (r_shadow_bouncegrid_state.settings.rng_type) + { + default: + case 0: + // figure out a random direction for the initial photon to go + VectorLehmerRandom(&randomseed, p->end); + break; + case 1: + // figure out a random direction for the initial photon to go + VectorCheeseRandom(seed, p->end); + break; + } + + // we want a uniform distribution spherically, not merely within the sphere + if (r_shadow_bouncegrid_state.settings.normalizevectors) + VectorNormalize(p->end); + + VectorMA(p->start, radius, p->end, p->end); + p->bounceminimumintensity2 = bounceminimumintensity2; + p->startrefractiveindex = startrefractiveindex; + p->numpaths = 0; + } + } + + t->done = 1; } -static void R_Shadow_BounceGrid_PerformSplats(void) +static void R_Shadow_BounceGrid_Slice(int zi) { - r_shadow_bouncegrid_splatpath_t *splatpaths = r_shadow_bouncegrid_state.splatpaths; - r_shadow_bouncegrid_splatpath_t *splatpath; float *highpixels = r_shadow_bouncegrid_state.highpixels; - int numsplatpaths = r_shadow_bouncegrid_state.numsplatpaths; - int splatindex; - vec3_t steppos; - vec3_t stepdelta; - vec3_t dir; - vec_t lightpathsize_current; - vec_t lightpathsize_perstep; - float splatcolor[32]; + int xi, yi; // pixel increments + float color[32] = { 0 }; + float radius = r_shadow_bouncegrid_state.settings.lightpathsize; + float iradius = 1.0f / radius; + int slicemins[3], slicemaxs[3]; int resolution[3]; int pixelsperband = r_shadow_bouncegrid_state.pixelsperband; int pixelbands = r_shadow_bouncegrid_state.pixelbands; - int numsteps; - int step; - - // hush warnings about uninitialized data - pixelbands doesn't change but... - memset(splatcolor, 0, sizeof(splatcolor)); + int photonindex; + int samples = r_shadow_bouncegrid_state.settings.subsamples; + float isamples = 1.0f / samples; + float samplescolorscale = isamples * isamples * isamples; - // we use this a lot, so get a local copy + // we use these 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); - - 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; - lightpathsize_current = splatpath->splatsize_current + 1.0f; // add 1.0 for the gradient fade around the sphere - lightpathsize_perstep = splatpath->splatsize_perstep; - for (step = 0;step < numsteps;step++) + for (photonindex = 0; photonindex < r_shadow_bouncegrid_state.numphotons; photonindex++) + { + r_shadow_bouncegrid_photon_t *photon = r_shadow_bouncegrid_state.photons + photonindex; + int pathindex; + for (pathindex = 0; pathindex < photon->numpaths; pathindex++) { - // the middle row/column/layer of each splat are full intensity - float splatmins[3]; - float splatmaxs[3]; - if (lightpathsize_current > MAXBOUNCEGRIDSPLATSIZE) - lightpathsize_current = MAXBOUNCEGRIDSPLATSIZE; - splatmins[0] = max(1.0f, steppos[0] - lightpathsize_current * 0.5f); - splatmins[1] = max(1.0f, steppos[1] - lightpathsize_current * 0.5f); - splatmins[2] = max(1.0f, steppos[2] - lightpathsize_current * 0.5f); - splatmaxs[0] = min(steppos[0] + lightpathsize_current * 0.5f, resolution[0] - 1.0f); - splatmaxs[1] = min(steppos[1] + lightpathsize_current * 0.5f, resolution[1] - 1.0f); - splatmaxs[2] = min(steppos[2] + lightpathsize_current * 0.5f, resolution[2] - 1.0f); - if (splatmaxs[0] > splatmins[0] && splatmaxs[1] > splatmins[1] && splatmaxs[2] > splatmins[2]) + r_shadow_bouncegrid_photon_path_t *path = photon->paths + pathindex; + float pathstart[3], pathend[3], pathmins[3], pathmaxs[3], pathdelta[3], pathdir[3], pathlength2, pathilength; + + VectorSubtract(path->start, r_shadow_bouncegrid_state.mins, pathstart); + VectorSubtract(path->end, r_shadow_bouncegrid_state.mins, pathend); + + pathmins[2] = min(pathstart[2], pathend[2]); + slicemins[2] = (int)floor((pathmins[2] - radius) * r_shadow_bouncegrid_state.ispacing[2]); + pathmaxs[2] = max(pathstart[2], pathend[2]); + slicemaxs[2] = (int)floor((pathmaxs[2] + radius) * r_shadow_bouncegrid_state.ispacing[2] + 1); + + // skip if the path doesn't touch this slice + if (zi < slicemins[2] || zi >= slicemaxs[2]) + continue; + + pathmins[0] = min(pathstart[0], pathend[0]); + slicemins[0] = (int)floor((pathmins[0] - radius) * r_shadow_bouncegrid_state.ispacing[0]); + slicemins[0] = max(slicemins[0], 1); + pathmaxs[0] = max(pathstart[0], pathend[0]); + slicemaxs[0] = (int)floor((pathmaxs[0] + radius) * r_shadow_bouncegrid_state.ispacing[0]); + slicemaxs[0] = min(slicemaxs[0], resolution[0] - 1); + + pathmins[1] = min(pathstart[1], pathend[1]); + slicemins[1] = (int)floor((pathmins[1] - radius) * r_shadow_bouncegrid_state.ispacing[1] + 1); + slicemins[1] = max(slicemins[1], 1); + pathmaxs[1] = max(pathstart[1], pathend[1]); + slicemaxs[1] = (int)floor((pathmaxs[1] + radius) * r_shadow_bouncegrid_state.ispacing[1] + 1); + slicemaxs[1] = min(slicemaxs[1], resolution[1] - 1); + + // skip if the path is out of bounds on X or Y + if (slicemins[0] >= slicemaxs[0] || slicemins[1] >= slicemaxs[1]) + continue; + + // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ) + // accumulate average shotcolor + VectorSubtract(pathend, pathstart, pathdelta); + pathlength2 = VectorLength2(pathdelta); + pathilength = pathlength2 > 0.0f ? 1.0f / sqrt(pathlength2) : 0.0f; + VectorScale(pathdelta, pathilength, pathdir); + // the color is scaled by the number of subsamples + color[0] = path->color[0] * samplescolorscale; + color[1] = path->color[1] * samplescolorscale; + color[2] = path->color[2] * samplescolorscale; + color[3] = 0.0f; + if (pixelbands > 1) + { + // store bentnormal in case the shader has a use for it, + // bentnormal is an intensity-weighted average of the directions, + // and will be normalized on conversion to texture pixels. + float intensity = VectorLength(color); + color[4] = pathdir[0] * intensity; + color[5] = pathdir[1] * intensity; + color[6] = pathdir[2] * intensity; + color[7] = intensity; + // for each color component (R, G, B) calculate the amount that a + // direction contributes + color[8] = color[0] * max(0.0f, pathdir[0]); + color[9] = color[0] * max(0.0f, pathdir[1]); + color[10] = color[0] * max(0.0f, pathdir[2]); + color[11] = 0.0f; + color[12] = color[1] * max(0.0f, pathdir[0]); + color[13] = color[1] * max(0.0f, pathdir[1]); + color[14] = color[1] * max(0.0f, pathdir[2]); + color[15] = 0.0f; + color[16] = color[2] * max(0.0f, pathdir[0]); + color[17] = color[2] * max(0.0f, pathdir[1]); + color[18] = color[2] * max(0.0f, pathdir[2]); + color[19] = 0.0f; + // and do the same for negative directions + color[20] = color[0] * max(0.0f, -pathdir[0]); + color[21] = color[0] * max(0.0f, -pathdir[1]); + color[22] = color[0] * max(0.0f, -pathdir[2]); + color[23] = 0.0f; + color[24] = color[1] * max(0.0f, -pathdir[0]); + color[25] = color[1] * max(0.0f, -pathdir[1]); + color[26] = color[1] * max(0.0f, -pathdir[2]); + color[27] = 0.0f; + color[28] = color[2] * max(0.0f, -pathdir[0]); + color[29] = color[2] * max(0.0f, -pathdir[1]); + color[30] = color[2] * max(0.0f, -pathdir[2]); + color[31] = 0.0f; + } + + for (yi = slicemins[1]; yi < slicemaxs[1]; yi++) { - // it is within bounds... do the real work now - int xi, yi, zi, band, row; - float pixelpos[3]; - float w; - float *p; - float colorscale = 1.0f / lightpathsize_current; - r_refdef.stats[r_stat_bouncegrid_splats]++; - // accumulate light onto the pixels - for (zi = (int)floor(splatmins[2]);zi < splatmaxs[2];zi++) + for (xi = slicemins[0]; xi < slicemaxs[0]; xi++) { - pixelpos[2] = zi + 0.5f; - for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++) + float sample[3], diff[3], nearest[3], along, distance2; + float *p = highpixels + 4 * ((zi * resolution[1] + yi) * resolution[0] + xi); + int xs, ys, zs; + // loop over the subsamples + for (zs = 0; zs < samples; zs++) { - pixelpos[1] = yi + 0.5f; - row = (zi*resolution[1] + yi)*resolution[0]; - for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++) + sample[2] = (zi + (zs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[2]; + for (ys = 0; ys < samples; ys++) { - pixelpos[0] = xi + 0.5f; - // simple radial antialiased sphere - linear gradient fade over 1 pixel from the edge - w = lightpathsize_current - VectorDistance(pixelpos, steppos); - if (w > 0.0f) + sample[1] = (yi + (ys + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[1]; + for (xs = 0; xs < samples; xs++) { - if (w > 1.0f) - w = 1.0f; - w *= colorscale; - p = highpixels + 4 * (row + xi); - for (band = 0; band < pixelbands; band++, p += pixelsperband * 4) + sample[0] = (xi + (xs + 0.5f) * isamples) * r_shadow_bouncegrid_state.spacing[0]; + + // measure distance from subsample to line segment and see if it is within radius + along = DotProduct(sample, pathdir) * pathilength; + if (along <= 0) + VectorCopy(pathstart, nearest); + else if (along >= 1) + VectorCopy(pathend, nearest); + else + VectorLerp(pathstart, along, pathend, nearest); + VectorSubtract(sample, nearest, diff); + VectorScale(diff, iradius, diff); + distance2 = VectorLength2(diff); + if (distance2 < 1.0f) { - // 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; + // contribute some color to this pixel, across all bands + float w = 1.0f - sqrt(distance2); + int band; + w *= w; + if (pixelbands > 1) + { + // small optimization for alpha - only color[7] is non-zero, so skip the rest of the alpha elements. + p[pixelsperband * 4 + 3] += color[7] * w; + } + for (band = 0; band < pixelbands; band++) + { + // add to the pixel color (RGB only - see above) + p[band * pixelsperband * 4 + 0] += color[band * 4 + 0] * w; + p[band * pixelsperband * 4 + 1] += color[band * 4 + 1] * w; + p[band * pixelsperband * 4 + 2] += color[band * 4 + 2] * w; + } } } } } } } - VectorAdd(steppos, stepdelta, steppos); - lightpathsize_current += lightpathsize_perstep; } } } +static void R_Shadow_BounceGrid_Slice_Task(taskqueue_task_t *t) +{ + R_Shadow_BounceGrid_Slice((int)t->i[0]); + t->done = 1; +} + +static void R_Shadow_BounceGrid_EnqueueSlices_Task(taskqueue_task_t *t) +{ + int i, slices; + // we need to wait for the texture clear to finish before we start adding light to it + if (r_shadow_bouncegrid_state.cleartex_task.done == 0) + { + TaskQueue_Yield(t); + return; + } + slices = r_shadow_bouncegrid_state.resolution[2] - 2; + for (i = 0; i < slices; i++) + TaskQueue_Setup(r_shadow_bouncegrid_state.slices_tasks + i, NULL, R_Shadow_BounceGrid_Slice_Task, i + 1, 0, NULL, NULL); + TaskQueue_Enqueue(slices, r_shadow_bouncegrid_state.slices_tasks); + TaskQueue_Setup(&r_shadow_bouncegrid_state.slices_done_task, NULL, TaskQueue_Task_CheckTasksDone, slices, 0, r_shadow_bouncegrid_state.slices_tasks, 0); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.slices_done_task); + t->done = 1; +} + static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, float *outpixels, int off) { const float *inpixel; @@ -2342,31 +2385,31 @@ static void R_Shadow_BounceGrid_BlurPixelsInDirection(const float *inpixels, flo } } -static void R_Shadow_BounceGrid_BlurPixels(void) +static void R_Shadow_BounceGrid_BlurPixels_Task(taskqueue_task_t *t) { float *pixels[4]; unsigned int resolution[3]; + if (r_shadow_bouncegrid_state.settings.blur) + { + VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); - if (!r_shadow_bouncegrid_state.settings.blur) - return; - - VectorCopy(r_shadow_bouncegrid_state.resolution, resolution); - - pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; - pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; - pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; - pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; + pixels[0] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + pixels[1] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; + pixels[2] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + pixels[3] = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index ^ 1]; - // blur on X - R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4); - // blur on Y - R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4); - // blur on Z - R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4); + // blur on X + R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[0], pixels[1], 4); + // blur on Y + R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[1], pixels[2], resolution[0] * 4); + // blur on Z + R_Shadow_BounceGrid_BlurPixelsInDirection(pixels[2], pixels[3], resolution[0] * resolution[1] * 4); - // toggle the state, highpixels now points to pixels[3] result - r_shadow_bouncegrid_state.highpixels_index ^= 1; - r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + // toggle the state, highpixels now points to pixels[3] result + r_shadow_bouncegrid_state.highpixels_index ^= 1; + r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; + } + t->done = 1; } static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) @@ -2543,216 +2586,175 @@ static void R_Shadow_BounceGrid_ConvertPixelsAndUpload(void) r_shadow_bouncegrid_state.lastupdatetime = realtime; } -static void R_Shadow_BounceGrid_TracePhotons(r_shadow_bouncegrid_settings_t settings, unsigned int range, unsigned int range1, unsigned int range2, int flag) +void R_Shadow_BounceGrid_ClearTex_Task(taskqueue_task_t *t) { - vec3_t bouncerandom[10]; - dlight_t *light; - int bouncecount; - int hitsupercontentsmask; - int skipsupercontentsmask; - int skipmaterialflagsmask; - int maxbounce; - int shootparticles; - int shotparticles; - float bounceminimumintensity2; - trace_t cliptrace; - //trace_t cliptrace2; - //trace_t cliptrace3; - unsigned int lightindex; - unsigned int seed; - randomseed_t randomseed; - vec3_t shotcolor; - vec3_t baseshotcolor; - vec3_t surfcolor; - vec3_t clipend; - vec3_t clipstart; - vec3_t clipdiff; - vec_t radius; - vec_t distancetraveled; - vec_t s; - rtlight_t *rtlight; - - // compute a seed for the unstable random modes - Math_RandomSeed_FromInts(&randomseed, 0, 0, 0, realtime * 1000.0); - seed = realtime * 1000.0; - - r_shadow_bouncegrid_state.numsplatpaths = 0; + memset(r_shadow_bouncegrid_state.highpixels, 0, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); + t->done = 1; +} +static void R_Shadow_BounceGrid_TracePhotons_Shot(r_shadow_bouncegrid_photon_t *p, int remainingbounces, vec3_t shotstart, vec3_t shotend, vec3_t shotcolor, float bounceminimumintensity2, float previousrefractiveindex) +{ + int hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask; + vec3_t shothit; + vec3_t surfacenormal; + vec3_t reflectstart, reflectend, reflectcolor; + vec3_t refractstart, refractend, refractcolor; + vec_t s; + float reflectamount = 1.0f; + trace_t cliptrace; // figure out what we want to interact with - if (settings.hitmodels) - hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; - else - hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; + hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK; skipsupercontentsmask = 0; - skipmaterialflagsmask = MATERIALFLAGMASK_TRANSLUCENT; - maxbounce = settings.maxbounce; - - for (lightindex = 0;lightindex < range2;lightindex++) + skipmaterialflagsmask = MATERIALFLAG_CUSTOMBLEND; + //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask); + //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask); + if (r_shadow_bouncegrid_state.settings.staticmode || r_shadow_bouncegrid_state.settings.rng_seed < 0 || r_shadow_bouncegrid_threaded.integer) { - if (lightindex < range) + // static mode fires a LOT of rays but none of them are identical, so they are not cached + // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it + cliptrace = CL_TraceLine(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true); + } + else + { + // dynamic mode fires many rays and most will match the cache from the previous frame + cliptrace = CL_Cache_TraceLineSurfaces(shotstart, shotend, r_shadow_bouncegrid_state.settings.staticmode ? MOVE_WORLDONLY : (r_shadow_bouncegrid_state.settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + } + VectorCopy(cliptrace.endpos, shothit); + if ((remainingbounces == r_shadow_bouncegrid_state.settings.maxbounce || r_shadow_bouncegrid_state.settings.includedirectlighting) && p->numpaths < PHOTON_MAX_PATHS) + { + qboolean notculled = true; + // cull paths that fail R_CullBox in dynamic mode + if (!r_shadow_bouncegrid_state.settings.staticmode + && r_shadow_bouncegrid_dynamic_culllightpaths.integer) { - light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); - if (!light) - continue; - rtlight = &light->rtlight; + vec3_t cullmins, cullmaxs; + cullmins[0] = min(shotstart[0], shothit[0]) - r_shadow_bouncegrid_state.settings.spacing[0] - r_shadow_bouncegrid_state.settings.lightpathsize; + cullmins[1] = min(shotstart[1], shothit[1]) - r_shadow_bouncegrid_state.settings.spacing[1] - r_shadow_bouncegrid_state.settings.lightpathsize; + cullmins[2] = min(shotstart[2], shothit[2]) - r_shadow_bouncegrid_state.settings.spacing[2] - r_shadow_bouncegrid_state.settings.lightpathsize; + cullmaxs[0] = max(shotstart[0], shothit[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize; + cullmaxs[1] = max(shotstart[1], shothit[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize; + cullmaxs[2] = max(shotstart[2], shothit[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize; + if (R_CullBox(cullmins, cullmaxs)) + notculled = false; } - else - rtlight = r_refdef.scene.lights[lightindex - range]; - // note that this code used to keep track of residual photons and - // distribute them evenly to achieve exactly a desired photon count, - // but that caused unwanted flickering in dynamic mode - shootparticles = (int)floor(rtlight->bouncegrid_photons); - // skip if we won't be shooting any photons - if (!shootparticles) - continue; - radius = rtlight->radius * settings.lightradiusscale; - //s = settings.particleintensity / shootparticles; - //VectorScale(rtlight->bouncegrid_photoncolor, s, baseshotcolor); - VectorCopy(rtlight->bouncegrid_photoncolor, baseshotcolor); - if (VectorLength2(baseshotcolor) <= 0.0f) - continue; - r_refdef.stats[r_stat_bouncegrid_lights]++; - r_refdef.stats[r_stat_bouncegrid_particles] += shootparticles; - // we stop caring about bounces once the brightness goes below this fraction of the original intensity - bounceminimumintensity2 = VectorLength(baseshotcolor) * settings.bounceminimumintensity2; - - // for seeded random we start the RNG with the position of the light - if (settings.rng_seed >= 0) + if (notculled) { - union + r_shadow_bouncegrid_photon_path_t *path = p->paths + p->numpaths++; + VectorCopy(shotstart, path->start); + VectorCopy(shothit, path->end); + VectorCopy(shotcolor, path->color); + } + } + if (cliptrace.fraction < 1.0f && remainingbounces > 0) + { + // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) + // also clamp the resulting color to never add energy, even if the user requests extreme values + VectorCopy(cliptrace.plane.normal, surfacenormal); + VectorSet(reflectcolor, 0.5f, 0.5f, 0.5f); + VectorClear(refractcolor); + // FIXME: we need to determine the exact triangle, vertex color and texcoords and texture color and texture normal for the impacted point + if (cliptrace.hittexture) + { + if (cliptrace.hittexture->currentskinframe) + VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, reflectcolor); + if (cliptrace.hittexture->currentalpha < 1.0f && (cliptrace.hittexture->currentmaterialflags & (MATERIALFLAG_ALPHA | MATERIALFLAG_ALPHATEST))) { - unsigned int i[4]; - float f[4]; + reflectamount *= cliptrace.hittexture->currentalpha; + if (cliptrace.hittexture->currentskinframe) + reflectamount *= cliptrace.hittexture->currentskinframe->avgcolor[3]; } - u; - u.f[0] = rtlight->shadoworigin[0]; - u.f[1] = rtlight->shadoworigin[1]; - u.f[2] = rtlight->shadoworigin[2]; - u.f[3] = 1; - switch (settings.rng_type) + if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_WATERSHADER) { - default: - case 0: - // we have to shift the seed provided by the user because the result must be odd - Math_RandomSeed_FromInts(&randomseed, u.i[0], u.i[1], u.i[2], u.i[3] ^ (settings.rng_seed << 1)); - break; - case 1: - seed = u.i[0] ^ u.i[1] ^ u.i[2] ^ u.i[3] ^ settings.rng_seed; - break; + float Fresnel; + vec3_t lightdir; + //reflectchance = pow(min(1.0f, 1.0f - cliptrace. + VectorSubtract(shotstart, shotend, lightdir); + VectorNormalize(lightdir); + Fresnel = min(1.0f, 1.0f - DotProduct(lightdir, surfacenormal)); + Fresnel = Fresnel * Fresnel * (cliptrace.hittexture->reflectmax - cliptrace.hittexture->reflectmin) + cliptrace.hittexture->reflectmin; + reflectamount *= Fresnel; + VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor); } + if (cliptrace.hittexture->currentmaterialflags & MATERIALFLAG_REFRACTION) + VectorCopy(cliptrace.hittexture->refractcolor4f, refractcolor); + // make sure we do not gain energy even if surface colors are out of bounds + reflectcolor[0] = min(reflectcolor[0], 1.0f); + reflectcolor[1] = min(reflectcolor[1], 1.0f); + reflectcolor[2] = min(reflectcolor[2], 1.0f); + refractcolor[0] = min(refractcolor[0], 1.0f); + refractcolor[1] = min(refractcolor[1], 1.0f); + refractcolor[2] = min(refractcolor[2], 1.0f); } + // reflected and refracted shots + VectorScale(reflectcolor, r_shadow_bouncegrid_state.settings.particlebounceintensity * reflectamount, reflectcolor); + VectorScale(refractcolor, (1.0f - reflectamount), refractcolor); + VectorMultiply(reflectcolor, shotcolor, reflectcolor); + VectorMultiply(refractcolor, shotcolor, refractcolor); - for (shotparticles = 0;shotparticles < shootparticles;shotparticles++) + if (VectorLength2(reflectcolor) >= bounceminimumintensity2) { - VectorCopy(baseshotcolor, shotcolor); - VectorCopy(rtlight->shadoworigin, clipstart); - switch (settings.rng_type) - { - default: - case 0: - VectorLehmerRandom(&randomseed, clipend); - if (settings.bounceanglediffuse) - { - // we want random to be stable, so we still have to do all the random we would have done - for (bouncecount = 0; bouncecount < maxbounce; bouncecount++) - VectorLehmerRandom(&randomseed, bouncerandom[bouncecount]); - } - break; - case 1: - VectorCheeseRandom(seed, clipend); - if (settings.bounceanglediffuse) - { - // we want random to be stable, so we still have to do all the random we would have done - for (bouncecount = 0; bouncecount < maxbounce; bouncecount++) - VectorCheeseRandom(seed, bouncerandom[bouncecount]); - } - break; - } - - // we want a uniform distribution spherically, not merely within the sphere - if (settings.normalizevectors) - VectorNormalize(clipend); + // reflect the remaining portion of the line across plane normal + VectorSubtract(shotend, shothit, reflectend); + VectorReflect(reflectend, 1.0, surfacenormal, reflectend); + // calculate the new line start and end + VectorCopy(shothit, reflectstart); + VectorAdd(reflectstart, reflectend, reflectend); + R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, reflectstart, reflectend, reflectcolor, bounceminimumintensity2, previousrefractiveindex); + } - VectorMA(clipstart, radius, clipend, clipend); - distancetraveled = 0.0f; - for (bouncecount = 0;;bouncecount++) - { - r_refdef.stats[r_stat_bouncegrid_traces]++; - rtlight->bouncegrid_traces++; - //r_refdef.scene.worldmodel->TraceLineAgainstSurfaces(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace, clipstart, clipend, hitsupercontentsmask); - //r_refdef.scene.worldmodel->TraceLine(r_refdef.scene.worldmodel, NULL, NULL, &cliptrace2, clipstart, clipend, hitsupercontentsmask); - if (settings.staticmode || settings.rng_seed < 0) - { - // static mode fires a LOT of rays but none of them are identical, so they are not cached - // non-stable random in dynamic mode also never reuses a direction, so there's no reason to cache it - cliptrace = CL_TraceLine(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), NULL, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask, collision_extendmovelength.value, true, false, NULL, true, true); - } - else - { - // dynamic mode fires many rays and most will match the cache from the previous frame - cliptrace = CL_Cache_TraceLineSurfaces(clipstart, clipend, settings.staticmode ? MOVE_WORLDONLY : (settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS), hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); - } - if (bouncecount > 0 || settings.includedirectlighting) - { - vec3_t hitpos; - VectorCopy(cliptrace.endpos, hitpos); - R_Shadow_BounceGrid_AddSplatPath(clipstart, hitpos, shotcolor, distancetraveled); - } - distancetraveled += VectorDistance(clipstart, cliptrace.endpos); - s = VectorDistance(rtlight->shadoworigin, cliptrace.endpos); - if (rtlight->bouncegrid_effectiveradius < s) - rtlight->bouncegrid_effectiveradius = s; - if (cliptrace.fraction >= 1.0f) - break; - r_refdef.stats[r_stat_bouncegrid_hits]++; - rtlight->bouncegrid_hits++; - if (bouncecount >= maxbounce) - break; - // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) - // also clamp the resulting color to never add energy, even if the user requests extreme values - if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe) - VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor); - else - VectorSet(surfcolor, 0.5f, 0.5f, 0.5f); - VectorScale(surfcolor, settings.particlebounceintensity, surfcolor); - surfcolor[0] = min(surfcolor[0], 1.0f); - surfcolor[1] = min(surfcolor[1], 1.0f); - surfcolor[2] = min(surfcolor[2], 1.0f); - VectorMultiply(shotcolor, surfcolor, shotcolor); - if (VectorLength2(shotcolor) <= bounceminimumintensity2) - break; - r_refdef.stats[r_stat_bouncegrid_bounces]++; - if (settings.bounceanglediffuse) - { - // random direction, primarily along plane normal - s = VectorDistance(cliptrace.endpos, clipend); - VectorMA(cliptrace.plane.normal, 0.95f, bouncerandom[bouncecount], clipend); - VectorNormalize(clipend); - VectorScale(clipend, s, clipend); - } - else - { - // reflect the remaining portion of the line across plane normal - VectorSubtract(clipend, cliptrace.endpos, clipdiff); - VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend); - } - // calculate the new line start and end - VectorCopy(cliptrace.endpos, clipstart); - VectorAdd(clipstart, clipend, clipend); - } + if (VectorLength2(refractcolor) >= bounceminimumintensity2) + { + // Check what refractive index is on the other side + float refractiveindex; + VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart); + refractiveindex = R_Shadow_BounceGrid_RefractiveIndexAtPoint(refractstart); + // reflect the remaining portion of the line across plane normal + VectorSubtract(shotend, shothit, refractend); + s = refractiveindex / previousrefractiveindex; + VectorReflect(refractend, -1.0f / s, surfacenormal, refractend); + // we also need to reflect the start to the other side of the plane so it doesn't just hit the same surface again + // calculate the new line start and end + VectorMA(shothit, 0.0625f, cliptrace.plane.normal, refractstart); + VectorAdd(refractstart, refractend, refractend); + R_Shadow_BounceGrid_TracePhotons_Shot(p, remainingbounces - 1, refractstart, refractend, refractcolor, bounceminimumintensity2, refractiveindex); } } } +static void R_Shadow_BounceGrid_TracePhotons_ShotTask(taskqueue_task_t *t) +{ + r_shadow_bouncegrid_photon_t *p = (r_shadow_bouncegrid_photon_t *)t->p[0]; + R_Shadow_BounceGrid_TracePhotons_Shot(p, r_shadow_bouncegrid_state.settings.maxbounce, p->start, p->end, p->color, p->bounceminimumintensity2, p->startrefractiveindex); + t->done = 1; +} + +static void R_Shadow_BounceGrid_EnqueuePhotons_Task(taskqueue_task_t *t) +{ + int i; + for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++) + TaskQueue_Setup(r_shadow_bouncegrid_state.photons_tasks + i, NULL, R_Shadow_BounceGrid_TracePhotons_ShotTask, 0, 0, r_shadow_bouncegrid_state.photons + i, NULL); + TaskQueue_Setup(&r_shadow_bouncegrid_state.photons_done_task, NULL, TaskQueue_Task_CheckTasksDone, r_shadow_bouncegrid_state.numphotons, 0, r_shadow_bouncegrid_state.photons_tasks, NULL); + if (r_shadow_bouncegrid_threaded.integer) + { + TaskQueue_Enqueue(r_shadow_bouncegrid_state.numphotons, r_shadow_bouncegrid_state.photons_tasks); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.photons_done_task); + } + else + { + // when not threaded we still have to report task status + for (i = 0; i < r_shadow_bouncegrid_state.numphotons; i++) + r_shadow_bouncegrid_state.photons_tasks[i].func(r_shadow_bouncegrid_state.photons_tasks + i); + r_shadow_bouncegrid_state.photons_done_task.done = 1; + } + t->done = 1; +} + void R_Shadow_UpdateBounceGridTexture(void) { int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; r_shadow_bouncegrid_settings_t settings; qboolean enable = false; qboolean settingschanged; - unsigned int range; // number of world lights - unsigned int range1; // number of dynamic lights (or zero if disabled) - unsigned int range2; // range+range1 enable = R_Shadow_BounceGrid_CheckEnable(flag); @@ -2777,9 +2779,11 @@ void R_Shadow_UpdateBounceGridTexture(void) if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; - if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; + if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; + if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; r_shadow_bouncegrid_state.numpixels = 0; + r_shadow_bouncegrid_state.numphotons = 0; r_shadow_bouncegrid_state.directional = false; if (!enable) @@ -2795,37 +2799,62 @@ void R_Shadow_UpdateBounceGridTexture(void) R_Shadow_BounceGrid_UpdateSpacing(); - // get the range of light numbers we'll be looping over: - // range = static lights - // range1 = dynamic lights (optional) - // range2 = range + range1 - range = (unsigned int)Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked - range1 = settings.staticmode ? 0 : r_refdef.scene.numlights; - range2 = range + range1; - - // calculate weighting factors for distributing photons among the lights - R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag); - R_TimeReport("bouncegrid_assignphotons"); + // allocate the highpixels array we'll be accumulating light into + if (r_shadow_bouncegrid_state.blurpixels[0] == NULL) + r_shadow_bouncegrid_state.blurpixels[0] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); + if (r_shadow_bouncegrid_state.settings.blur && r_shadow_bouncegrid_state.blurpixels[1] == NULL) + r_shadow_bouncegrid_state.blurpixels[1] = (float *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.numpixels * sizeof(float[4])); + r_shadow_bouncegrid_state.highpixels_index = 0; + r_shadow_bouncegrid_state.highpixels = r_shadow_bouncegrid_state.blurpixels[r_shadow_bouncegrid_state.highpixels_index]; - // trace the photons from lights and accumulate illumination - R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag); - R_TimeReport("bouncegrid_tracephotons"); + // set up the tracking of photon data + if (r_shadow_bouncegrid_state.photons == NULL) + r_shadow_bouncegrid_state.photons = (r_shadow_bouncegrid_photon_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(r_shadow_bouncegrid_photon_t)); + if (r_shadow_bouncegrid_state.photons_tasks == NULL) + r_shadow_bouncegrid_state.photons_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t)); + r_shadow_bouncegrid_state.numphotons = 0; + + // set up the tracking of slice tasks + if (r_shadow_bouncegrid_state.slices_tasks == NULL) + r_shadow_bouncegrid_state.slices_tasks = (taskqueue_task_t *)Mem_Alloc(r_main_mempool, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t)); + + memset(&r_shadow_bouncegrid_state.cleartex_task, 0, sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.assignphotons_task, 0, sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.enqueuephotons_task, 0, sizeof(taskqueue_task_t)); + memset(r_shadow_bouncegrid_state.photons_tasks, 0, r_shadow_bouncegrid_state.settings.maxphotons * sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.photons_done_task, 0, sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.enqueue_slices_task, 0, sizeof(taskqueue_task_t)); + memset(r_shadow_bouncegrid_state.slices_tasks, 0, r_shadow_bouncegrid_state.resolution[2] * sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.slices_done_task, 0, sizeof(taskqueue_task_t)); + memset(&r_shadow_bouncegrid_state.blurpixels_task, 0, sizeof(taskqueue_task_t)); // clear the texture - R_Shadow_BounceGrid_ClearPixels(); - R_TimeReport("bouncegrid_cleartex"); + TaskQueue_Setup(&r_shadow_bouncegrid_state.cleartex_task, NULL, R_Shadow_BounceGrid_ClearTex_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.cleartex_task); - // accumulate the light splatting into texture - R_Shadow_BounceGrid_PerformSplats(); - R_TimeReport("bouncegrid_lighttex"); + // calculate weighting factors for distributing photons among the lights + TaskQueue_Setup(&r_shadow_bouncegrid_state.assignphotons_task, NULL, R_Shadow_BounceGrid_AssignPhotons_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.assignphotons_task); + + // enqueue tasks to trace the photons from lights + TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueuephotons_task, &r_shadow_bouncegrid_state.assignphotons_task, R_Shadow_BounceGrid_EnqueuePhotons_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueuephotons_task); + + // accumulate the light paths into texture + TaskQueue_Setup(&r_shadow_bouncegrid_state.enqueue_slices_task, &r_shadow_bouncegrid_state.photons_done_task, R_Shadow_BounceGrid_EnqueueSlices_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.enqueue_slices_task); // apply a mild blur filter to the texture - R_Shadow_BounceGrid_BlurPixels(); - R_TimeReport("bouncegrid_blurtex"); + TaskQueue_Setup(&r_shadow_bouncegrid_state.blurpixels_task, &r_shadow_bouncegrid_state.slices_done_task, R_Shadow_BounceGrid_BlurPixels_Task, 0, 0, NULL, NULL); + TaskQueue_Enqueue(1, &r_shadow_bouncegrid_state.blurpixels_task); + + TaskQueue_WaitForTaskDone(&r_shadow_bouncegrid_state.blurpixels_task); + R_TimeReport("bouncegrid_gen"); // convert the pixels to lower precision and upload the texture + // this unfortunately has to run on the main thread for OpenGL calls, so we have to block on the previous task... R_Shadow_BounceGrid_ConvertPixelsAndUpload(); - R_TimeReport("bouncegrid_uploadtex"); + R_TimeReport("bouncegrid_tex"); // after we compute the static lighting we don't need to keep the highpixels array around if (settings.staticmode) @@ -2835,8 +2864,9 @@ void R_Shadow_UpdateBounceGridTexture(void) if (r_shadow_bouncegrid_state.blurpixels[1]) Mem_Free(r_shadow_bouncegrid_state.blurpixels[1]); r_shadow_bouncegrid_state.blurpixels[1] = NULL; if (r_shadow_bouncegrid_state.u8pixels) Mem_Free(r_shadow_bouncegrid_state.u8pixels); r_shadow_bouncegrid_state.u8pixels = NULL; if (r_shadow_bouncegrid_state.fp16pixels) Mem_Free(r_shadow_bouncegrid_state.fp16pixels); r_shadow_bouncegrid_state.fp16pixels = NULL; - if (r_shadow_bouncegrid_state.splatpaths) Mem_Free(r_shadow_bouncegrid_state.splatpaths); r_shadow_bouncegrid_state.splatpaths = NULL; - r_shadow_bouncegrid_state.maxsplatpaths = 0; + if (r_shadow_bouncegrid_state.photons) Mem_Free(r_shadow_bouncegrid_state.photons); r_shadow_bouncegrid_state.photons = NULL; + if (r_shadow_bouncegrid_state.photons_tasks) Mem_Free(r_shadow_bouncegrid_state.photons_tasks); r_shadow_bouncegrid_state.photons_tasks = NULL; + if (r_shadow_bouncegrid_state.slices_tasks) Mem_Free(r_shadow_bouncegrid_state.slices_tasks); r_shadow_bouncegrid_state.slices_tasks = NULL; } } @@ -5318,12 +5348,12 @@ void R_Shadow_UpdateWorldLightSelection(void) R_Shadow_SelectLight(NULL); } -static void R_Shadow_EditLights_Clear_f(void) +static void R_Shadow_EditLights_Clear_f(cmd_state_t *cmd) { R_Shadow_ClearWorldLights(); } -void R_Shadow_EditLights_Reload_f(void) +void R_Shadow_EditLights_Reload_f(cmd_state_t *cmd) { if (!cl.worldmodel) return; @@ -5342,26 +5372,26 @@ void R_Shadow_EditLights_Reload_f(void) } } -static void R_Shadow_EditLights_Save_f(void) +static void R_Shadow_EditLights_Save_f(cmd_state_t *cmd) { if (!cl.worldmodel) return; R_Shadow_SaveWorldLights(); } -static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(void) +static void R_Shadow_EditLights_ImportLightEntitiesFromMap_f(cmd_state_t *cmd) { R_Shadow_ClearWorldLights(); R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(); } -static void R_Shadow_EditLights_ImportLightsFile_f(void) +static void R_Shadow_EditLights_ImportLightsFile_f(cmd_state_t *cmd) { R_Shadow_ClearWorldLights(); R_Shadow_LoadLightsFile(); } -static void R_Shadow_EditLights_Spawn_f(void) +static void R_Shadow_EditLights_Spawn_f(cmd_state_t *cmd) { vec3_t color; if (!r_editlights.integer) @@ -5369,7 +5399,7 @@ static void R_Shadow_EditLights_Spawn_f(void) Con_Print("Cannot spawn light when not in editing mode. Set r_editlights to 1.\n"); return; } - if (Cmd_Argc() != 1) + if (Cmd_Argc(cmd) != 1) { Con_Print("r_editlights_spawn does not take parameters\n"); return; @@ -5378,7 +5408,7 @@ static void R_Shadow_EditLights_Spawn_f(void) R_Shadow_UpdateWorldLight(R_Shadow_NewWorldLight(), r_editlights_cursorlocation, vec3_origin, color, 200, 0, 0, true, NULL, 0.25, 0, 1, 1, LIGHTFLAG_REALTIMEMODE); } -static void R_Shadow_EditLights_Edit_f(void) +static void R_Shadow_EditLights_Edit_f(cmd_state_t *cmd) { vec3_t origin, angles, color; vec_t radius, corona, coronasizescale, ambientscale, diffusescale, specularscale; @@ -5412,273 +5442,273 @@ static void R_Shadow_EditLights_Edit_f(void) flags = r_shadow_selectedlight->flags; normalmode = (flags & LIGHTFLAG_NORMALMODE) != 0; realtimemode = (flags & LIGHTFLAG_REALTIMEMODE) != 0; - if (!strcmp(Cmd_Argv(1), "origin")) + if (!strcmp(Cmd_Argv(cmd, 1), "origin")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1)); return; } - origin[0] = atof(Cmd_Argv(2)); - origin[1] = atof(Cmd_Argv(3)); - origin[2] = atof(Cmd_Argv(4)); + origin[0] = atof(Cmd_Argv(cmd, 2)); + origin[1] = atof(Cmd_Argv(cmd, 3)); + origin[2] = atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "originscale")) + else if (!strcmp(Cmd_Argv(cmd, 1), "originscale")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1)); return; } - origin[0] *= atof(Cmd_Argv(2)); - origin[1] *= atof(Cmd_Argv(3)); - origin[2] *= atof(Cmd_Argv(4)); + origin[0] *= atof(Cmd_Argv(cmd, 2)); + origin[1] *= atof(Cmd_Argv(cmd, 3)); + origin[2] *= atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "originx")) + else if (!strcmp(Cmd_Argv(cmd, 1), "originx")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[0] = atof(Cmd_Argv(2)); + origin[0] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "originy")) + else if (!strcmp(Cmd_Argv(cmd, 1), "originy")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[1] = atof(Cmd_Argv(2)); + origin[1] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "originz")) + else if (!strcmp(Cmd_Argv(cmd, 1), "originz")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[2] = atof(Cmd_Argv(2)); + origin[2] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "move")) + else if (!strcmp(Cmd_Argv(cmd, 1), "move")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1)); return; } - origin[0] += atof(Cmd_Argv(2)); - origin[1] += atof(Cmd_Argv(3)); - origin[2] += atof(Cmd_Argv(4)); + origin[0] += atof(Cmd_Argv(cmd, 2)); + origin[1] += atof(Cmd_Argv(cmd, 3)); + origin[2] += atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "movex")) + else if (!strcmp(Cmd_Argv(cmd, 1), "movex")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[0] += atof(Cmd_Argv(2)); + origin[0] += atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "movey")) + else if (!strcmp(Cmd_Argv(cmd, 1), "movey")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[1] += atof(Cmd_Argv(2)); + origin[1] += atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "movez")) + else if (!strcmp(Cmd_Argv(cmd, 1), "movez")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - origin[2] += atof(Cmd_Argv(2)); + origin[2] += atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "angles")) + else if (!strcmp(Cmd_Argv(cmd, 1), "angles")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(cmd, 1)); return; } - angles[0] = atof(Cmd_Argv(2)); - angles[1] = atof(Cmd_Argv(3)); - angles[2] = atof(Cmd_Argv(4)); + angles[0] = atof(Cmd_Argv(cmd, 2)); + angles[1] = atof(Cmd_Argv(cmd, 3)); + angles[2] = atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "anglesx")) + else if (!strcmp(Cmd_Argv(cmd, 1), "anglesx")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - angles[0] = atof(Cmd_Argv(2)); + angles[0] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "anglesy")) + else if (!strcmp(Cmd_Argv(cmd, 1), "anglesy")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - angles[1] = atof(Cmd_Argv(2)); + angles[1] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "anglesz")) + else if (!strcmp(Cmd_Argv(cmd, 1), "anglesz")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - angles[2] = atof(Cmd_Argv(2)); + angles[2] = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "color")) + else if (!strcmp(Cmd_Argv(cmd, 1), "color")) { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s red green blue\n", Cmd_Argv(cmd, 1)); return; } - color[0] = atof(Cmd_Argv(2)); - color[1] = atof(Cmd_Argv(3)); - color[2] = atof(Cmd_Argv(4)); + color[0] = atof(Cmd_Argv(cmd, 2)); + color[1] = atof(Cmd_Argv(cmd, 3)); + color[2] = atof(Cmd_Argv(cmd, 4)); } - else if (!strcmp(Cmd_Argv(1), "radius")) + else if (!strcmp(Cmd_Argv(cmd, 1), "radius")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - radius = atof(Cmd_Argv(2)); + radius = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "colorscale")) + else if (!strcmp(Cmd_Argv(cmd, 1), "colorscale")) { - if (Cmd_Argc() == 3) + if (Cmd_Argc(cmd) == 3) { - double scale = atof(Cmd_Argv(2)); + double scale = atof(Cmd_Argv(cmd, 2)); color[0] *= scale; color[1] *= scale; color[2] *= scale; } else { - if (Cmd_Argc() != 5) + if (Cmd_Argc(cmd) != 5) { - Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s red green blue (OR grey instead of red green blue)\n", Cmd_Argv(cmd, 1)); return; } - color[0] *= atof(Cmd_Argv(2)); - color[1] *= atof(Cmd_Argv(3)); - color[2] *= atof(Cmd_Argv(4)); + color[0] *= atof(Cmd_Argv(cmd, 2)); + color[1] *= atof(Cmd_Argv(cmd, 3)); + color[2] *= atof(Cmd_Argv(cmd, 4)); } } - else if (!strcmp(Cmd_Argv(1), "radiusscale") || !strcmp(Cmd_Argv(1), "sizescale")) + else if (!strcmp(Cmd_Argv(cmd, 1), "radiusscale") || !strcmp(Cmd_Argv(cmd, 1), "sizescale")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - radius *= atof(Cmd_Argv(2)); + radius *= atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "style")) + else if (!strcmp(Cmd_Argv(cmd, 1), "style")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - style = atoi(Cmd_Argv(2)); + style = atoi(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "cubemap")) + else if (!strcmp(Cmd_Argv(cmd, 1), "cubemap")) { - if (Cmd_Argc() > 3) + if (Cmd_Argc(cmd) > 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - if (Cmd_Argc() == 3) - strlcpy(cubemapname, Cmd_Argv(2), sizeof(cubemapname)); + if (Cmd_Argc(cmd) == 3) + strlcpy(cubemapname, Cmd_Argv(cmd, 2), sizeof(cubemapname)); else cubemapname[0] = 0; } - else if (!strcmp(Cmd_Argv(1), "shadows")) + else if (!strcmp(Cmd_Argv(cmd, 1), "shadows")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - shadows = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + shadows = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "corona")) + else if (!strcmp(Cmd_Argv(cmd, 1), "corona")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - corona = atof(Cmd_Argv(2)); + corona = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "coronasize")) + else if (!strcmp(Cmd_Argv(cmd, 1), "coronasize")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - coronasizescale = atof(Cmd_Argv(2)); + coronasizescale = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "ambient")) + else if (!strcmp(Cmd_Argv(cmd, 1), "ambient")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - ambientscale = atof(Cmd_Argv(2)); + ambientscale = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "diffuse")) + else if (!strcmp(Cmd_Argv(cmd, 1), "diffuse")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - diffusescale = atof(Cmd_Argv(2)); + diffusescale = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "specular")) + else if (!strcmp(Cmd_Argv(cmd, 1), "specular")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - specularscale = atof(Cmd_Argv(2)); + specularscale = atof(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "normalmode")) + else if (!strcmp(Cmd_Argv(cmd, 1), "normalmode")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - normalmode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + normalmode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2)); } - else if (!strcmp(Cmd_Argv(1), "realtimemode")) + else if (!strcmp(Cmd_Argv(cmd, 1), "realtimemode")) { - if (Cmd_Argc() != 3) + if (Cmd_Argc(cmd) != 3) { - Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(1)); + Con_Printf("usage: r_editlights_edit %s value\n", Cmd_Argv(cmd, 1)); return; } - realtimemode = Cmd_Argv(2)[0] == 'y' || Cmd_Argv(2)[0] == 'Y' || Cmd_Argv(2)[0] == 't' || atoi(Cmd_Argv(2)); + realtimemode = Cmd_Argv(cmd, 2)[0] == 'y' || Cmd_Argv(cmd, 2)[0] == 'Y' || Cmd_Argv(cmd, 2)[0] == 't' || atoi(Cmd_Argv(cmd, 2)); } else { @@ -5704,7 +5734,7 @@ static void R_Shadow_EditLights_Edit_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, origin, angles, color, radius, corona, style, shadows, cubemapname, coronasizescale, ambientscale, diffusescale, specularscale, flags); } -static void R_Shadow_EditLights_EditAll_f(void) +static void R_Shadow_EditLights_EditAll_f(cmd_state_t *cmd) { size_t lightindex; dlight_t *light, *oldselected; @@ -5725,7 +5755,7 @@ static void R_Shadow_EditLights_EditAll_f(void) if (!light) continue; R_Shadow_SelectLight(light); - R_Shadow_EditLights_Edit_f(); + R_Shadow_EditLights_Edit_f(&cmd_client); } // return to old selected (to not mess editing once selection is locked) R_Shadow_SelectLight(oldselected); @@ -5815,7 +5845,7 @@ void R_Shadow_EditLights_DrawSelectedLightProperties(void) dpsnprintf(temp, sizeof(temp), "BG stats : %i traces %i hits\n", r_shadow_selectedlight->rtlight.bouncegrid_traces, r_shadow_selectedlight->rtlight.bouncegrid_hits); DrawQ_String(x, y, temp, 0, 8, 8, 1, 1, 1, 1, 0, NULL, true, FONT_DEFAULT); y += 8; } -static void R_Shadow_EditLights_ToggleShadow_f(void) +static void R_Shadow_EditLights_ToggleShadow_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -5830,7 +5860,7 @@ static void R_Shadow_EditLights_ToggleShadow_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, r_shadow_selectedlight->corona, r_shadow_selectedlight->style, !r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } -static void R_Shadow_EditLights_ToggleCorona_f(void) +static void R_Shadow_EditLights_ToggleCorona_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -5845,7 +5875,7 @@ static void R_Shadow_EditLights_ToggleCorona_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_selectedlight->angles, r_shadow_selectedlight->color, r_shadow_selectedlight->radius, !r_shadow_selectedlight->corona, r_shadow_selectedlight->style, r_shadow_selectedlight->shadow, r_shadow_selectedlight->cubemapname, r_shadow_selectedlight->coronasizescale, r_shadow_selectedlight->ambientscale, r_shadow_selectedlight->diffusescale, r_shadow_selectedlight->specularscale, r_shadow_selectedlight->flags); } -static void R_Shadow_EditLights_Remove_f(void) +static void R_Shadow_EditLights_Remove_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -5861,7 +5891,7 @@ static void R_Shadow_EditLights_Remove_f(void) r_shadow_selectedlight = NULL; } -static void R_Shadow_EditLights_Help_f(void) +static void R_Shadow_EditLights_Help_f(cmd_state_t *cmd) { Con_Print( "Documentation on r_editlights system:\n" @@ -5918,7 +5948,7 @@ static void R_Shadow_EditLights_Help_f(void) ); } -static void R_Shadow_EditLights_CopyInfo_f(void) +static void R_Shadow_EditLights_CopyInfo_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -5947,7 +5977,7 @@ static void R_Shadow_EditLights_CopyInfo_f(void) r_shadow_bufferlight.flags = r_shadow_selectedlight->flags; } -static void R_Shadow_EditLights_PasteInfo_f(void) +static void R_Shadow_EditLights_PasteInfo_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -5962,7 +5992,7 @@ static void R_Shadow_EditLights_PasteInfo_f(void) R_Shadow_UpdateWorldLight(r_shadow_selectedlight, r_shadow_selectedlight->origin, r_shadow_bufferlight.angles, r_shadow_bufferlight.color, r_shadow_bufferlight.radius, r_shadow_bufferlight.corona, r_shadow_bufferlight.style, r_shadow_bufferlight.shadow, r_shadow_bufferlight.cubemapname, r_shadow_bufferlight.coronasizescale, r_shadow_bufferlight.ambientscale, r_shadow_bufferlight.diffusescale, r_shadow_bufferlight.specularscale, r_shadow_bufferlight.flags); } -static void R_Shadow_EditLights_Lock_f(void) +static void R_Shadow_EditLights_Lock_f(cmd_state_t *cmd) { if (!r_editlights.integer) { @@ -6005,21 +6035,21 @@ static void R_Shadow_EditLights_Init(void) Cvar_RegisterVariable(&r_editlights_current_specular); Cvar_RegisterVariable(&r_editlights_current_normalmode); Cvar_RegisterVariable(&r_editlights_current_realtimemode); - Cmd_AddCommand("r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); - Cmd_AddCommand("r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); - Cmd_AddCommand("r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); - Cmd_AddCommand("r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); - Cmd_AddCommand("r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); - Cmd_AddCommand("r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); - Cmd_AddCommand("r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); - Cmd_AddCommand("r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); - Cmd_AddCommand("r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); - Cmd_AddCommand("r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); - Cmd_AddCommand("r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); - Cmd_AddCommand("r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); - Cmd_AddCommand("r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); - Cmd_AddCommand("r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); - Cmd_AddCommand("r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock"); + Cmd_AddCommand(&cmd_client, "r_editlights_help", R_Shadow_EditLights_Help_f, "prints documentation on console commands and variables in rtlight editing system"); + Cmd_AddCommand(&cmd_client, "r_editlights_clear", R_Shadow_EditLights_Clear_f, "removes all world lights (let there be darkness!)"); + Cmd_AddCommand(&cmd_client, "r_editlights_reload", R_Shadow_EditLights_Reload_f, "reloads rtlights file (or imports from .lights file or .ent file or the map itself)"); + Cmd_AddCommand(&cmd_client, "r_editlights_save", R_Shadow_EditLights_Save_f, "save .rtlights file for current level"); + Cmd_AddCommand(&cmd_client, "r_editlights_spawn", R_Shadow_EditLights_Spawn_f, "creates a light with default properties (let there be light!)"); + Cmd_AddCommand(&cmd_client, "r_editlights_edit", R_Shadow_EditLights_Edit_f, "changes a property on the selected light"); + Cmd_AddCommand(&cmd_client, "r_editlights_editall", R_Shadow_EditLights_EditAll_f, "changes a property on ALL lights at once (tip: use radiusscale and colorscale to alter these properties)"); + Cmd_AddCommand(&cmd_client, "r_editlights_remove", R_Shadow_EditLights_Remove_f, "remove selected light"); + Cmd_AddCommand(&cmd_client, "r_editlights_toggleshadow", R_Shadow_EditLights_ToggleShadow_f, "toggle on/off the shadow option on the selected light"); + Cmd_AddCommand(&cmd_client, "r_editlights_togglecorona", R_Shadow_EditLights_ToggleCorona_f, "toggle on/off the corona option on the selected light"); + Cmd_AddCommand(&cmd_client, "r_editlights_importlightentitiesfrommap", R_Shadow_EditLights_ImportLightEntitiesFromMap_f, "load lights from .ent file or map entities (ignoring .rtlights or .lights file)"); + Cmd_AddCommand(&cmd_client, "r_editlights_importlightsfile", R_Shadow_EditLights_ImportLightsFile_f, "load lights from .lights file (ignoring .rtlights or .ent files and map entities)"); + Cmd_AddCommand(&cmd_client, "r_editlights_copyinfo", R_Shadow_EditLights_CopyInfo_f, "store a copy of all properties (except origin) of the selected light"); + Cmd_AddCommand(&cmd_client, "r_editlights_pasteinfo", R_Shadow_EditLights_PasteInfo_f, "apply the stored properties onto the selected light (making it exactly identical except for origin)"); + Cmd_AddCommand(&cmd_client, "r_editlights_lock", R_Shadow_EditLights_Lock_f, "lock selection to current light, if already locked - unlock"); }