]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Overhauled bouncegrid light splatting for performance reasons - instead of a series...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 15 Jan 2020 12:53:04 +0000 (12:53 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 15 Jan 2020 12:53:04 +0000 (12:53 +0000)
This required rebalancing the way that spacing interacts with quality, and the conespread parameter has been eliminated (as measuring distance to a non-uniform capsule seems especially challenging, but maybe that could be added back someday), so all parameters have changed a bit.

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12491 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c
r_shadow.h

index bc7de2a9d5d213ef82fa2d5b5220d46ce7fc3cd9..28ebf0c8fbe5a6c78260e318f63f35f4d84635c8 100644 (file)
@@ -203,7 +203,7 @@ cvar_t r_shadow_bouncegrid_dynamic_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_
 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_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"};
@@ -212,21 +212,19 @@ cvar_t r_shadow_bouncegrid_dynamic_z = {CVAR_SAVE, "r_shadow_bouncegrid_dynamic_
 cvar_t r_shadow_bouncegrid_floatcolors = {CVAR_SAVE, "r_shadow_bouncegrid_floatcolors", "1", "upload texture as RGBA16F (or RGBA32F when set to 2) rather than RGBA8 format - this gives more dynamic range and accuracy"};
 cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "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_lightpathsize = {CVAR_SAVE, "r_shadow_bouncegrid_lightpathsize", "64", "radius (in game units) of the light path for accumulation of light in the bouncegrid texture"};
 cvar_t r_shadow_bouncegrid_normalizevectors = { CVAR_SAVE, "r_shadow_bouncegrid_normalizevectors", "1", "normalize random vectors (otherwise their length can vary, which dims the lighting further from the light)" };
 cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "2", "amount of energy carried over after each bounce, this is a multiplier of texture color and the result is clamped to 1 or less, to prevent adding energy on each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "0.25", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "1", "brightness of particles contributing to bouncegrid texture"};
 cvar_t r_shadow_bouncegrid_rng_seed = { CVAR_SAVE, "r_shadow_bouncegrid_rng_seed", "0", "0+ = use this number as RNG seed, -1 = use time instead for disco-like craziness in dynamic mode" };
 cvar_t r_shadow_bouncegrid_rng_type = { CVAR_SAVE, "r_shadow_bouncegrid_rng_type", "0", "0 = Lehmer 128bit RNG (slow but high quality), 1 = lhcheeserand 32bit RNG (quick)" };
-cvar_t r_shadow_bouncegrid_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_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"};
@@ -662,14 +660,12 @@ 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);
@@ -1663,30 +1659,31 @@ void R_Shadow_RenderMode_DrawDeferredLight(qboolean shadowmapping)
 #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
+// these are temporary data per-frame, to be cache friendly the texture is
+// generated in slices (on Z), rendering each slice one after another and each
+// row in the slice one after another to be more cache friendly than randomly
+// seeking around a large memory space.  Each slice keeps track of a linked list
+// of splat paths that are relevant to it.  Also these are canonically flipped
+// to ensure that start[2] <= end[2].
 typedef struct r_shadow_bouncegrid_splatpath_s
 {
-       vec3_t point;
-       vec3_t step;
+       int nextpathonslice;
+       int slicerange[2];
+       vec3_t slicecenter;
+       vec3_t start;
+       vec3_t end;
        vec3_t splatcolor;
        vec3_t splatdir;
        vec_t splatintensity;
        vec_t splatsize_current;
        vec_t splatsize_perstep;
-       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;
 
@@ -1695,12 +1692,12 @@ static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t origin
         && 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];
+               cullmins[0] = min(originalstart[0], originalend[0]) - r_shadow_bouncegrid_state.settings.spacing[0] - r_shadow_bouncegrid_state.settings.lightpathsize;
+               cullmins[1] = min(originalstart[1], originalend[1]) - r_shadow_bouncegrid_state.settings.spacing[1] - r_shadow_bouncegrid_state.settings.lightpathsize;
+               cullmins[2] = min(originalstart[2], originalend[2]) - r_shadow_bouncegrid_state.settings.spacing[2] - r_shadow_bouncegrid_state.settings.lightpathsize;
+               cullmaxs[0] = max(originalstart[0], originalend[0]) + r_shadow_bouncegrid_state.settings.spacing[0] + r_shadow_bouncegrid_state.settings.lightpathsize;
+               cullmaxs[1] = max(originalstart[1], originalend[1]) + r_shadow_bouncegrid_state.settings.spacing[1] + r_shadow_bouncegrid_state.settings.lightpathsize;
+               cullmaxs[2] = max(originalstart[2], originalend[2]) + r_shadow_bouncegrid_state.settings.spacing[2] + r_shadow_bouncegrid_state.settings.lightpathsize;
                if (R_CullBox(cullmins, cullmaxs))
                        return;
        }
@@ -1718,12 +1715,12 @@ static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t origin
        }
 
        // 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];
+       start[0] = (start[0] - r_shadow_bouncegrid_state.mins[0]);
+       start[1] = (start[1] - r_shadow_bouncegrid_state.mins[1]);
+       start[2] = (start[2] - r_shadow_bouncegrid_state.mins[2]);
+       end[0] = (end[0] - r_shadow_bouncegrid_state.mins[0]);
+       end[1] = (end[1] - r_shadow_bouncegrid_state.mins[1]);
+       end[2] = (end[2] - r_shadow_bouncegrid_state.mins[2]);
 
        // check if we need to grow the splatpaths array
        if (r_shadow_bouncegrid_state.maxsplatpaths <= r_shadow_bouncegrid_state.numsplatpaths)
@@ -1736,32 +1733,15 @@ static void R_Shadow_BounceGrid_AddSplatPath(vec3_t originalstart, vec3_t origin
                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(start, path->start);
+       VectorCopy(end, path->end);
        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)
@@ -1812,8 +1792,7 @@ 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->lightpathsize                 = bound(0.0f, r_shadow_bouncegrid_lightpathsize.value, 1024.0f);
        settings->bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
        settings->directionalshading            = (s ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_dynamic_directionalshading.integer != 0) && r_shadow_bouncegrid_state.allowdirectionalshading;
        settings->dlightparticlemultiplier      = s ? 0 : r_shadow_bouncegrid_dynamic_dlightparticlemultiplier.value;
@@ -1822,9 +1801,9 @@ 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;
@@ -2021,7 +2000,7 @@ 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);
+       normalphotonscaling = 1.0f / max(0.0000001f, settings->energyperphoton);
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
                if (lightindex < range)
@@ -2144,18 +2123,6 @@ static void R_Shadow_BounceGrid_AssignPhotons(r_shadow_bouncegrid_settings_t *se
        }
 }
 
-static int R_Shadow_BounceGrid_SplatPathCompare(const void *pa, const void *pb)
-{
-       r_shadow_bouncegrid_splatpath_t *a = (r_shadow_bouncegrid_splatpath_t *)pa;
-       r_shadow_bouncegrid_splatpath_t *b = (r_shadow_bouncegrid_splatpath_t *)pb;
-       // we only really care about sorting by Z
-       if (a->point[2] < b->point[2])
-               return -1;
-       if (a->point[2] > b->point[2])
-               return 1;
-       return 0;
-}
-
 static void R_Shadow_BounceGrid_ClearPixels(void)
 {
        // clear the highpixels array we'll be accumulating into
@@ -2174,138 +2141,140 @@ static void R_Shadow_BounceGrid_PerformSplats(void)
        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 pathindex;
+       int xi, yi, zi; // pixel increments
+       float xf, yf, zf; // pixel centers
+       float splatcolor[32] = { 0 };
+       float radius = r_shadow_bouncegrid_state.settings.lightpathsize;
+       float iradius = 1.0f / radius;
        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));
 
-       // 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)
+       for (pathindex = 0, splatpath = splatpaths; pathindex < numsplatpaths; pathindex++, splatpath++)
+       {
+               splatpath->slicerange[0] = (int)floor((min(splatpath->start[2], splatpath->end[2]) - radius) * r_shadow_bouncegrid_state.ispacing[2] - 0.5f);
+               splatpath->slicerange[1] = (int)floor((max(splatpath->start[2], splatpath->end[2]) + radius) * r_shadow_bouncegrid_state.ispacing[2] - 0.5f + 1.0f);
+       }
+
+       // we keep a 1 pixel border around the whole texture to make sure that GL_CLAMP_TO_EDGE filtering doesn't create streaks if the texture is smaller than the visible scene (instead it goes black out there, which isn't ideal either)
+       for (zi = 1, zf = (zi + 0.5f) * r_shadow_bouncegrid_state.spacing[2]; zi < resolution[2] - 1; zi++, zf += r_shadow_bouncegrid_state.spacing[2])
+       {
+               int slicefirstpathindex = -1;
+               for (pathindex = 0, splatpath = splatpaths; pathindex < numsplatpaths; pathindex++, splatpath++)
                {
-                       // 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;
+                       if (zi >= splatpath->slicerange[0] && zi < splatpath->slicerange[1])
+                       {
+                               if (zf < splatpath->start[2])
+                                       VectorCopy(splatpath->start, splatpath->slicecenter);
+                               else if (zf > splatpath->end[2])
+                                       VectorCopy(splatpath->end, splatpath->slicecenter);
+                               else
+                               {
+                                       float lerp = (zf - splatpath->start[2]) / (splatpath->end[2] - splatpath->start[2]);
+                                       splatpath->slicecenter[2] = zf;
+                                       splatpath->slicecenter[0] = splatpath->start[0] + lerp * (splatpath->end[0] - splatpath->start[0]);
+                                       splatpath->slicecenter[1] = splatpath->start[1] + lerp * (splatpath->end[1] - splatpath->start[1]);
+                               }
+                               float distz = (splatpath->slicecenter[2] - zf) * iradius;
+                               if (distz * distz < 1.0f)
+                               {
+                                       splatpath->nextpathonslice = slicefirstpathindex;
+                                       slicefirstpathindex = pathindex;
+                               }
+                       }
                }
-               // 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 (yi = 1, yf = (yi + 0.5f) * r_shadow_bouncegrid_state.spacing[1]; yi < resolution[1] - 1; yi++, yf += r_shadow_bouncegrid_state.spacing[1])
                {
-                       // 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])
+                       for (pathindex = slicefirstpathindex; pathindex >= 0; pathindex = splatpaths[pathindex].nextpathonslice)
                        {
-                               // 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++)
+                               splatpath = splatpaths + pathindex;
+                               float disty = (splatpath->slicecenter[1] - yf) * iradius;
+                               float distz = (splatpath->slicecenter[2] - zf) * iradius;
+                               float distyz = disty * disty + distz * distz;
+                               if (distyz < 1.0f)
                                {
-                                       pixelpos[2] = zi + 0.5f;
-                                       for (yi = (int)floor(splatmins[1]); yi < splatmaxs[1]; yi++)
+                                       int xstart = (int)floor((splatpath->slicecenter[0] - radius) * r_shadow_bouncegrid_state.ispacing[0] - 0.5f);
+                                       int xend = (int)floor((splatpath->slicecenter[0] + radius) * r_shadow_bouncegrid_state.ispacing[0] - 0.5f + 1.0f);
+                                       float dir[3];
+                                       xstart = max(1, xstart);
+                                       xend = min(resolution[0] - 2, xend);
+                                       if (xstart >= xend)
+                                               continue;
+                                       // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+                                       // accumulate average shotcolor
+                                       VectorCopy(splatpath->splatdir, dir);
+                                       splatcolor[0] = splatpath->splatcolor[0];
+                                       splatcolor[1] = splatpath->splatcolor[1];
+                                       splatcolor[2] = splatpath->splatcolor[2];
+                                       splatcolor[3] = 0.0f;
+                                       if (pixelbands > 1)
+                                       {
+                                               // store bentnormal in case the shader has a use for it,
+                                               // bentnormal is an intensity-weighted average of the directions,
+                                               // and will be normalized on conversion to texture pixels.
+                                               splatcolor[4] = dir[0] * splatpath->splatintensity;
+                                               splatcolor[5] = dir[1] * splatpath->splatintensity;
+                                               splatcolor[6] = dir[2] * splatpath->splatintensity;
+                                               splatcolor[7] = splatpath->splatintensity;
+                                               // for each color component (R, G, B) calculate the amount that a
+                                               // direction contributes
+                                               splatcolor[8] = splatcolor[0] * max(0.0f, dir[0]);
+                                               splatcolor[9] = splatcolor[0] * max(0.0f, dir[1]);
+                                               splatcolor[10] = splatcolor[0] * max(0.0f, dir[2]);
+                                               splatcolor[11] = 0.0f;
+                                               splatcolor[12] = splatcolor[1] * max(0.0f, dir[0]);
+                                               splatcolor[13] = splatcolor[1] * max(0.0f, dir[1]);
+                                               splatcolor[14] = splatcolor[1] * max(0.0f, dir[2]);
+                                               splatcolor[15] = 0.0f;
+                                               splatcolor[16] = splatcolor[2] * max(0.0f, dir[0]);
+                                               splatcolor[17] = splatcolor[2] * max(0.0f, dir[1]);
+                                               splatcolor[18] = splatcolor[2] * max(0.0f, dir[2]);
+                                               splatcolor[19] = 0.0f;
+                                               // and do the same for negative directions
+                                               splatcolor[20] = splatcolor[0] * max(0.0f, -dir[0]);
+                                               splatcolor[21] = splatcolor[0] * max(0.0f, -dir[1]);
+                                               splatcolor[22] = splatcolor[0] * max(0.0f, -dir[2]);
+                                               splatcolor[23] = 0.0f;
+                                               splatcolor[24] = splatcolor[1] * max(0.0f, -dir[0]);
+                                               splatcolor[25] = splatcolor[1] * max(0.0f, -dir[1]);
+                                               splatcolor[26] = splatcolor[1] * max(0.0f, -dir[2]);
+                                               splatcolor[27] = 0.0f;
+                                               splatcolor[28] = splatcolor[2] * max(0.0f, -dir[0]);
+                                               splatcolor[29] = splatcolor[2] * max(0.0f, -dir[1]);
+                                               splatcolor[30] = splatcolor[2] * max(0.0f, -dir[2]);
+                                               splatcolor[31] = 0.0f;
+                                       }
+                                       for (xi = xstart, xf = (xi + 0.5f) * r_shadow_bouncegrid_state.spacing[0]; xi < xend; xi++, xf += r_shadow_bouncegrid_state.spacing[0])
                                        {
-                                               pixelpos[1] = yi + 0.5f;
-                                               row = (zi*resolution[1] + yi)*resolution[0];
-                                               for (xi = (int)floor(splatmins[0]); xi < splatmaxs[0]; xi++)
+                                               float distx = (splatpath->slicecenter[0] - xf) * iradius;
+                                               float distxyz = (distx * distx + distyz);
+                                               if (distxyz < 1.0f)
                                                {
-                                                       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)
+                                                       // contribute some color to this pixel, across all bands
+                                                       float w = 1.0f - 1.0f * sqrt(distxyz);
+                                                       int band;
+                                                       float *p = highpixels + 4 * ((zi * resolution[1] + yi) * resolution[0] + xi);
+                                                       w = min(w, 1.0f);
+                                                       if (pixelbands > 1)
+                                                       {
+                                                               // small optimization for alpha - only splatcolor[7] is non-zero, so skip the rest of the alpha elements.
+                                                               p[pixelsperband * 4 + 3] += splatcolor[7] * w;
+                                                       }
+                                                       for (band = 0; band < pixelbands; band++, p += pixelsperband * 4)
                                                        {
-                                                               if (w > 1.0f)
-                                                                       w = 1.0f;
-                                                               w *= colorscale;
-                                                               p = highpixels + 4 * (row + xi);
-                                                               for (band = 0; band < pixelbands; band++, p += pixelsperband * 4)
-                                                               {
-                                                                       // add to the pixel color
-                                                                       p[0] += splatcolor[band * 4 + 0] * w;
-                                                                       p[1] += splatcolor[band * 4 + 1] * w;
-                                                                       p[2] += splatcolor[band * 4 + 2] * w;
-                                                                       p[3] += splatcolor[band * 4 + 3] * w;
-                                                               }
+                                                               // add to the pixel color (RGB only - see above)
+                                                               p[0] += splatcolor[band * 4 + 0] * w;
+                                                               p[1] += splatcolor[band * 4 + 1] * w;
+                                                               p[2] += splatcolor[band * 4 + 2] * w;
                                                        }
                                                }
                                        }
                                }
                        }
-                       VectorAdd(steppos, stepdelta, steppos);
-                       lightpathsize_current += lightpathsize_perstep;
                }
        }
 }
@@ -2805,27 +2774,27 @@ void R_Shadow_UpdateBounceGridTexture(void)
 
        // calculate weighting factors for distributing photons among the lights
        R_Shadow_BounceGrid_AssignPhotons(&settings, range, range1, range2, flag);
-       R_TimeReport("bouncegrid_assignphotons");
+       R_TimeReport("bg_assignphotons");
 
        // trace the photons from lights and accumulate illumination
        R_Shadow_BounceGrid_TracePhotons(settings, range, range1, range2, flag);
-       R_TimeReport("bouncegrid_tracephotons");
+       R_TimeReport("bg_tracephotons");
 
        // clear the texture
        R_Shadow_BounceGrid_ClearPixels();
-       R_TimeReport("bouncegrid_cleartex");
+       R_TimeReport("bg_cleartex");
 
        // accumulate the light splatting into texture
        R_Shadow_BounceGrid_PerformSplats();
-       R_TimeReport("bouncegrid_lighttex");
+       R_TimeReport("bg_lighttex");
 
        // apply a mild blur filter to the texture
        R_Shadow_BounceGrid_BlurPixels();
-       R_TimeReport("bouncegrid_blurtex");
+       R_TimeReport("bg_blurtex");
 
        // convert the pixels to lower precision and upload the texture
        R_Shadow_BounceGrid_ConvertPixelsAndUpload();
-       R_TimeReport("bouncegrid_uploadtex");
+       R_TimeReport("bg_uploadtex");
 
        // after we compute the static lighting we don't need to keep the highpixels array around
        if (settings.staticmode)
index c57f40b66181f66c810f3eee1f07f17589d24b6a..76e6b300410d140fb98f4036ba14f4beee23d22e 100644 (file)
@@ -46,8 +46,7 @@ typedef struct r_shadow_bouncegrid_settings_s
        qboolean hitmodels;
        float lightradiusscale;
        int maxbounce;
-       float lightpathsize_initial;
-       float lightpathsize_conespread;
+       float lightpathsize;
        float particlebounceintensity;
        float particleintensity;
        int maxphotons;