- if (!r_shadow_bouncegrid_state.createtexture)
- R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
- else
- {
- if (r_shadow_bouncegrid_state.texture)
- R_FreeTexture(r_shadow_bouncegrid_state.texture);
- r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+ if (!r_shadow_bouncegrid_state.createtexture)
+ R_UpdateTexture(r_shadow_bouncegrid_state.texture, pixelsbgra8, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+ else
+ r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixelsbgra8, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+ break;
+ case 1:
+ pixelsrgba16f = R_FrameData_Alloc(r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
+ memset(pixelsrgba16f, 0, r_shadow_bouncegrid_state.numpixels * sizeof(unsigned short[4]));
+ for (z = 1;z < resolution[2]-1;z++)
+ {
+ for (y = 1;y < resolution[1]-1;y++)
+ {
+ x = 1;
+ pixelband = 0;
+ index = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x;
+ highpixel = highpixels + 4*index;
+ for (;x < resolution[0]-1;x++, index++, highpixel += 4)
+ {
+ // only convert pixels that were hit by photons
+ if (VectorLength2(highpixel))
+ {
+ // process all of the pixelbands for this pixel
+ for (pixelband = 0, bandindex = index;pixelband < pixelbands;pixelband++, bandindex += pixelsperband)
+ {
+ // time to have fun with IEEE 754 bit hacking...
+ union {
+ float f[4];
+ unsigned int raw[4];
+ } u;
+ pixelrgba16f = pixelsrgba16f + 4*bandindex;
+ bandpixel = highpixels + 4*bandindex;
+ VectorCopy4(bandpixel, u.f);
+ VectorCopy4(u.raw, c);
+ // this math supports negative numbers, snaps denormals to zero
+ //pixelrgba16f[0] = (unsigned short)(((c[0] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[0] - 0x38000000) >> 13) & 0x7FFF) | ((c[0] >> 16) & 0x8000));
+ //pixelrgba16f[1] = (unsigned short)(((c[1] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[1] - 0x38000000) >> 13) & 0x7FFF) | ((c[1] >> 16) & 0x8000));
+ //pixelrgba16f[2] = (unsigned short)(((c[2] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[2] - 0x38000000) >> 13) & 0x7FFF) | ((c[2] >> 16) & 0x8000));
+ //pixelrgba16f[3] = (unsigned short)(((c[3] & 0x7FFFFFFF) < 0x38000000) ? 0 : (((c[3] - 0x38000000) >> 13) & 0x7FFF) | ((c[3] >> 16) & 0x8000));
+ // this math does not support negative
+ pixelrgba16f[0] = (unsigned short)((c[0] < 0x38000000) ? 0 : ((c[0] - 0x38000000) >> 13));
+ pixelrgba16f[1] = (unsigned short)((c[1] < 0x38000000) ? 0 : ((c[1] - 0x38000000) >> 13));
+ pixelrgba16f[2] = (unsigned short)((c[2] < 0x38000000) ? 0 : ((c[2] - 0x38000000) >> 13));
+ pixelrgba16f[3] = (unsigned short)((c[3] < 0x38000000) ? 0 : ((c[3] - 0x38000000) >> 13));
+ }
+ }
+ }
+ }
+ }
+
+ if (!r_shadow_bouncegrid_state.createtexture)
+ R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba16f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+ else
+ r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba16f, TEXTYPE_COLORBUFFER16F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+ break;
+ case 2:
+ // our native format happens to match, so this is easy.
+ pixelsrgba32f = highpixels;
+
+ if (!r_shadow_bouncegrid_state.createtexture)
+ R_UpdateTexture(r_shadow_bouncegrid_state.texture, (const unsigned char *)pixelsrgba32f, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands);
+ else
+ r_shadow_bouncegrid_state.texture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, (const unsigned char *)pixelsrgba32f, TEXTYPE_COLORBUFFER32F, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
+ break;