From: havoc Date: Sat, 9 Apr 2011 17:09:18 +0000 (+0000) Subject: redesigned r_shadow_bouncegrid_static_directionalshading - it now uses 6 X-Git-Tag: xonotic-v0.6.0~163^2~505 X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=commitdiff_plain;h=db7cb0d2dd2d8aa7fb7dba7b9b6bf193d8df6d34 redesigned r_shadow_bouncegrid_static_directionalshading - it now uses 6 vectors per pixel instead of 3, giving much more accurate shading added r_shadow_bouncegrid_includedirectlighting cvar - if turned on this enables direct lighting in the bouncegrid cleaned up directionalshading code significantly git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11041 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/r_shadow.c b/r_shadow.c index e3703f31..8dd5770d 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -320,10 +320,13 @@ cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to cvar_t r_shadow_polygonoffset = {0, "r_shadow_polygonoffset", "1", "how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0)"}; cvar_t r_shadow_texture3d = {0, "r_shadow_texture3d", "1", "use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect OpenGL 2.0 render path)"}; cvar_t r_shadow_bouncegrid = {CVAR_SAVE, "r_shadow_bouncegrid", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity) using a 3D texture covering the scene, only active on levels with realtime lights active (r_shadow_realtime_world is usually required for these)"}; +cvar_t r_shadow_bouncegrid_airstepmax = {CVAR_SAVE, "r_shadow_bouncegrid_airstepmax", "1024", "maximum number of photon accumulation contributions for one photon"}; +cvar_t r_shadow_bouncegrid_airstepsize = {CVAR_SAVE, "r_shadow_bouncegrid_airstepsize", "64", "maximum spacing of photon accumulation through the air"}; cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid_bounceanglediffuse", "0", "use random bounce direction rather than true reflection, makes some corner areas dark"}; cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 4x as many pixels to hold the additional data"}; cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"}; cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"}; +cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_incluedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"}; cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"}; cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"}; cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"}; @@ -333,10 +336,10 @@ cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", cvar_t r_shadow_bouncegrid_spacingx = {CVAR_SAVE, "r_shadow_bouncegrid_spacingx", "64", "unit size of bouncegrid pixel on X axis"}; cvar_t r_shadow_bouncegrid_spacingy = {CVAR_SAVE, "r_shadow_bouncegrid_spacingy", "64", "unit size of bouncegrid pixel on Y axis"}; cvar_t r_shadow_bouncegrid_spacingz = {CVAR_SAVE, "r_shadow_bouncegrid_spacingz", "64", "unit size of bouncegrid pixel on Z axis"}; +cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"}; cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"}; -cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"}; 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_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"}; +cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"}; cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"}; cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"}; cvar_t r_shadow_bouncegrid_y = {CVAR_SAVE, "r_shadow_bouncegrid_y", "64", "maximum texture size of bouncegrid on Y axis"}; @@ -359,6 +362,7 @@ typedef struct r_shadow_bouncegrid_settings_s qboolean staticmode; qboolean bounceanglediffuse; qboolean directionalshading; + qboolean includedirectlighting; float dlightparticlemultiplier; qboolean hitmodels; float lightradiusscale; @@ -368,6 +372,8 @@ typedef struct r_shadow_bouncegrid_settings_s int photons; float spacing[3]; int stablerandom; + float airstepmax; + float airstepsize; } r_shadow_bouncegrid_settings_t; @@ -738,10 +744,13 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_polygonoffset); Cvar_RegisterVariable(&r_shadow_texture3d); Cvar_RegisterVariable(&r_shadow_bouncegrid); + Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepmax); + Cvar_RegisterVariable(&r_shadow_bouncegrid_airstepsize); Cvar_RegisterVariable(&r_shadow_bouncegrid_bounceanglediffuse); Cvar_RegisterVariable(&r_shadow_bouncegrid_directionalshading); Cvar_RegisterVariable(&r_shadow_bouncegrid_dlightparticlemultiplier); Cvar_RegisterVariable(&r_shadow_bouncegrid_hitmodels); + Cvar_RegisterVariable(&r_shadow_bouncegrid_includedirectlighting); Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity); Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale); Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce); @@ -751,10 +760,10 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx); Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy); Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz); + Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom); Cvar_RegisterVariable(&r_shadow_bouncegrid_static); - Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons); Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading); - Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom); + Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons); Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval); Cvar_RegisterVariable(&r_shadow_bouncegrid_x); Cvar_RegisterVariable(&r_shadow_bouncegrid_y); @@ -2341,6 +2350,8 @@ static void R_Shadow_UpdateBounceGridTexture(void) vec3_t size; vec3_t spacing; vec3_t lightcolor; + vec3_t steppos; + vec3_t stepdelta; vec_t radius; vec_t s; vec_t lightintensity; @@ -2348,13 +2359,18 @@ static void R_Shadow_UpdateBounceGridTexture(void) vec_t photonresidual; float m[16]; float texlerp[2][3]; - float splatcolor[16]; + float splatcolor[32]; float pixelweight[8]; float w; int c[4]; int pixelindex[8]; int corner; - int x, y, z, d; + int pixelsperband; + int pixelband; + int pixelbands; + int numsteps; + int step; + int x, y, z; rtlight_t *rtlight; r_shadow_bouncegrid_settings_t settings; qboolean enable = r_shadow_bouncegrid.integer != 0 && r_refdef.scene.worldmodel; @@ -2426,10 +2442,13 @@ static void R_Shadow_UpdateBounceGridTexture(void) // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters memset(&settings, 0, sizeof(settings)); settings.staticmode = r_shadow_bouncegrid_static.integer != 0; + settings.airstepmax = bound(1, r_shadow_bouncegrid_airstepmax.integer, 1048576); + settings.airstepsize = bound(1.0f, r_shadow_bouncegrid_airstepsize.value, 1024.0f); settings.bounceanglediffuse = r_shadow_bouncegrid_bounceanglediffuse.integer != 0; settings.directionalshading = (r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0) && allowdirectionalshading; settings.dlightparticlemultiplier = r_shadow_bouncegrid_dlightparticlemultiplier.value; settings.hitmodels = r_shadow_bouncegrid_hitmodels.integer != 0; + settings.includedirectlighting = r_shadow_bouncegrid_includedirectlighting.integer != 0; settings.lightradiusscale = r_shadow_bouncegrid_lightradiusscale.value; settings.maxbounce = r_shadow_bouncegrid_maxbounce.integer; settings.particlebounceintensity = r_shadow_bouncegrid_particlebounceintensity.value; @@ -2443,7 +2462,7 @@ static void R_Shadow_UpdateBounceGridTexture(void) // bound the values for sanity settings.photons = bound(1, settings.photons, 1048576); settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f); - settings.maxbounce = bound(1, settings.maxbounce, 16); + settings.maxbounce = bound(0, settings.maxbounce, 16); settings.spacing[0] = bound(1, settings.spacing[0], 512); settings.spacing[1] = bound(1, settings.spacing[1], 512); settings.spacing[2] = bound(1, settings.spacing[2], 512); @@ -2527,6 +2546,10 @@ static void R_Shadow_UpdateBounceGridTexture(void) // store the new settings r_shadow_bouncegridsettings = settings; + pixelbands = settings.directionalshading ? 8 : 1; + pixelsperband = resolution[0]*resolution[1]*resolution[2]; + numpixels = pixelsperband*pixelbands; + // we're going to update the bouncegrid, update the matrix... memset(m, 0, sizeof(m)); m[0] = 1.0f / size[0]; @@ -2536,16 +2559,7 @@ static void R_Shadow_UpdateBounceGridTexture(void) m[10] = 1.0f / size[2]; m[11] = -mins[2] * m[10]; m[15] = 1.0f; - if (settings.directionalshading) - { - m[10] *= 0.25f; - m[11] *= 0.25f; - } Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m); - numpixels = resolution[0]*resolution[1]*resolution[2]; - if (settings.directionalshading) - numpixels *= 4; - r_shadow_bouncegriddirectional = settings.directionalshading; // reallocate pixels for this update if needed... if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels) { @@ -2560,16 +2574,20 @@ static void R_Shadow_UpdateBounceGridTexture(void) r_shadow_bouncegridnumpixels = numpixels; pixels = r_shadow_bouncegridpixels; highpixels = r_shadow_bouncegridhighpixels; - if (settings.directionalshading) - memset(pixels, 128, numpixels * sizeof(unsigned char[4])); - else - memset(pixels, 0, numpixels * sizeof(unsigned char[4])); + x = pixelsperband*4; + for (pixelband = 0;pixelband < pixelbands;pixelband++) + { + if (pixelband == 1) + memset(pixels + pixelband * x, 128, x); + else + memset(pixels + pixelband * x, 0, x); + } memset(highpixels, 0, numpixels * sizeof(float[4])); // figure out what we want to interact with if (settings.hitmodels) - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK; + hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY;// | SUPERCONTENTS_LIQUIDSMASK; else - hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK; + hitsupercontentsmask = SUPERCONTENTS_SOLID;// | SUPERCONTENTS_LIQUIDSMASK; maxbounce = settings.maxbounce; // clear variables that produce warnings otherwise memset(splatcolor, 0, sizeof(splatcolor)); @@ -2691,118 +2709,116 @@ static void R_Shadow_UpdateBounceGridTexture(void) Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true); else cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true); - if (cliptrace.fraction >= 1.0f) - break; - r_refdef.stats.bouncegrid_hits++; - if (bouncecount > 0) + if (bouncecount > 0 || settings.includedirectlighting) { - r_refdef.stats.bouncegrid_splats++; - // figure out which texture pixel this is in - texlerp[1][0] = ((cliptrace.endpos[0] - mins[0]) * ispacing[0]); - texlerp[1][1] = ((cliptrace.endpos[1] - mins[1]) * ispacing[1]); - texlerp[1][2] = ((cliptrace.endpos[2] - mins[2]) * ispacing[2]); - tex[0] = (int)floor(texlerp[1][0]); - tex[1] = (int)floor(texlerp[1][1]); - tex[2] = (int)floor(texlerp[1][2]); - if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2) + // calculate second order spherical harmonics values (average, slopeX, slopeY, slopeZ) + // accumulate average shotcolor + w = VectorLength(shotcolor); + splatcolor[ 0] = shotcolor[0]; + splatcolor[ 1] = shotcolor[1]; + splatcolor[ 2] = shotcolor[2]; + splatcolor[ 3] = 0.0f; + if (pixelbands > 1) { - // it is within bounds... do the real work now - // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ) - if (settings.directionalshading) - { - VectorSubtract(clipstart, cliptrace.endpos, clipdiff); - VectorNormalize(clipdiff); - splatcolor[ 0] = shotcolor[0] * clipdiff[2]; - splatcolor[ 1] = shotcolor[0] * clipdiff[1]; - splatcolor[ 2] = shotcolor[0] * clipdiff[0]; - splatcolor[ 3] = shotcolor[0]; - splatcolor[ 4] = shotcolor[1] * clipdiff[2]; - splatcolor[ 5] = shotcolor[1] * clipdiff[1]; - splatcolor[ 6] = shotcolor[1] * clipdiff[0]; - splatcolor[ 7] = shotcolor[1]; - splatcolor[ 8] = shotcolor[2] * clipdiff[2]; - splatcolor[ 9] = shotcolor[2] * clipdiff[1]; - splatcolor[10] = shotcolor[2] * clipdiff[0]; - splatcolor[11] = shotcolor[2]; - w = VectorLength(shotcolor); - splatcolor[12] = clipdiff[2] * w; - splatcolor[13] = clipdiff[1] * w; - splatcolor[14] = clipdiff[0] * w; - splatcolor[15] = 1.0f; - } - else - { - splatcolor[ 0] = shotcolor[2]; - splatcolor[ 1] = shotcolor[1]; - splatcolor[ 2] = shotcolor[0]; - splatcolor[ 3] = 1.0f; - } - // calculate the lerp factors - texlerp[1][0] -= tex[0]; - texlerp[1][1] -= tex[1]; - texlerp[1][2] -= tex[2]; - texlerp[0][0] = 1.0f - texlerp[1][0]; - texlerp[0][1] = 1.0f - texlerp[1][1]; - texlerp[0][2] = 1.0f - texlerp[1][2]; - // calculate individual pixel indexes and weights - pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]); - pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]); - pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]); - pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]); - pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]); - pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]); - pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]); - pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]); - // update the 8 pixels... - for (corner = 0;corner < 8;corner++) + VectorSubtract(clipstart, cliptrace.endpos, clipdiff); + VectorNormalize(clipdiff); + // store bentnormal in case the shader has a use for it + splatcolor[ 4] = clipdiff[0] * w; + splatcolor[ 5] = clipdiff[1] * w; + splatcolor[ 6] = clipdiff[2] * w; + splatcolor[ 7] = w; + // accumulate directional contributions (+X, +Y, +Z, -X, -Y, -Z) + splatcolor[ 8] = shotcolor[0] * max(0.0f, clipdiff[0]); + splatcolor[ 9] = shotcolor[0] * max(0.0f, clipdiff[1]); + splatcolor[10] = shotcolor[0] * max(0.0f, clipdiff[2]); + splatcolor[11] = 0.0f; + splatcolor[12] = shotcolor[1] * max(0.0f, clipdiff[0]); + splatcolor[13] = shotcolor[1] * max(0.0f, clipdiff[1]); + splatcolor[14] = shotcolor[1] * max(0.0f, clipdiff[2]); + splatcolor[15] = 0.0f; + splatcolor[16] = shotcolor[2] * max(0.0f, clipdiff[0]); + splatcolor[17] = shotcolor[2] * max(0.0f, clipdiff[1]); + splatcolor[18] = shotcolor[2] * max(0.0f, clipdiff[2]); + splatcolor[19] = 0.0f; + splatcolor[20] = shotcolor[0] * max(0.0f, -clipdiff[0]); + splatcolor[21] = shotcolor[0] * max(0.0f, -clipdiff[1]); + splatcolor[22] = shotcolor[0] * max(0.0f, -clipdiff[2]); + splatcolor[23] = 0.0f; + splatcolor[24] = shotcolor[1] * max(0.0f, -clipdiff[0]); + splatcolor[25] = shotcolor[1] * max(0.0f, -clipdiff[1]); + splatcolor[26] = shotcolor[1] * max(0.0f, -clipdiff[2]); + splatcolor[27] = 0.0f; + splatcolor[28] = shotcolor[2] * max(0.0f, -clipdiff[0]); + splatcolor[29] = shotcolor[2] * max(0.0f, -clipdiff[1]); + splatcolor[30] = shotcolor[2] * max(0.0f, -clipdiff[2]); + splatcolor[31] = 0.0f; + } + // calculate the number of steps we need to traverse this distance + VectorSubtract(cliptrace.endpos, clipstart, stepdelta); + numsteps = (int)(VectorLength(stepdelta) / settings.airstepsize); + numsteps = bound(1, numsteps, settings.airstepmax); + w = 1.0f / numsteps; + VectorScale(stepdelta, w, stepdelta); + VectorMA(clipstart, 0.5f, stepdelta, steppos); + if (settings.airstepmax == 1) + VectorCopy(cliptrace.endpos, steppos); + for (step = 0;step < numsteps;step++) + { + r_refdef.stats.bouncegrid_splats++; + // figure out which texture pixel this is in + texlerp[1][0] = ((steppos[0] - mins[0]) * ispacing[0]); + texlerp[1][1] = ((steppos[1] - mins[1]) * ispacing[1]); + texlerp[1][2] = ((steppos[2] - mins[2]) * ispacing[2]); + tex[0] = (int)floor(texlerp[1][0]); + tex[1] = (int)floor(texlerp[1][1]); + tex[2] = (int)floor(texlerp[1][2]); + if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 2 && tex[1] < resolution[1] - 2 && tex[2] < resolution[2] - 2) { - // calculate address for first set of coefficients - w = pixelweight[corner]; - pixel = pixels + 4 * pixelindex[corner]; - highpixel = highpixels + 4 * pixelindex[corner]; - // add to the high precision pixel color - highpixel[0] += (splatcolor[ 0]*w); - highpixel[1] += (splatcolor[ 1]*w); - highpixel[2] += (splatcolor[ 2]*w); - highpixel[3] += (splatcolor[ 3]*w); - // flag the low precision pixel as needing to be updated - pixel[3] = 255; - if (settings.directionalshading) + // it is within bounds... do the real work now + // calculate the lerp factors + texlerp[1][0] -= tex[0]; + texlerp[1][1] -= tex[1]; + texlerp[1][2] -= tex[2]; + texlerp[0][0] = 1.0f - texlerp[1][0]; + texlerp[0][1] = 1.0f - texlerp[1][1]; + texlerp[0][2] = 1.0f - texlerp[1][2]; + // calculate individual pixel indexes and weights + pixelindex[0] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[0] = (texlerp[0][0]*texlerp[0][1]*texlerp[0][2]); + pixelindex[1] = (((tex[2] )*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]); + pixelindex[2] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]); + pixelindex[3] = (((tex[2] )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[3] = (texlerp[1][0]*texlerp[1][1]*texlerp[0][2]); + pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0] );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]); + pixelindex[5] = (((tex[2]+1)*resolution[1]+tex[1] )*resolution[0]+tex[0]+1);pixelweight[5] = (texlerp[1][0]*texlerp[0][1]*texlerp[1][2]); + pixelindex[6] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0] );pixelweight[6] = (texlerp[0][0]*texlerp[1][1]*texlerp[1][2]); + pixelindex[7] = (((tex[2]+1)*resolution[1]+tex[1]+1)*resolution[0]+tex[0]+1);pixelweight[7] = (texlerp[1][0]*texlerp[1][1]*texlerp[1][2]); + // update the 8 pixels... + for (pixelband = 0;pixelband < pixelbands;pixelband++) { - // advance to second set of coefficients - pixel += numpixels; - highpixel += numpixels; - // add to the high precision pixel color - highpixel[0] += (splatcolor[ 4]*w); - highpixel[1] += (splatcolor[ 5]*w); - highpixel[2] += (splatcolor[ 6]*w); - highpixel[3] += (splatcolor[ 7]*w); - // flag the low precision pixel as needing to be updated - pixel[3] = 255; - // advance to third set of coefficients - pixel += numpixels; - highpixel += numpixels; - // add to the high precision pixel color - highpixel[0] += (splatcolor[ 8]*w); - highpixel[1] += (splatcolor[ 9]*w); - highpixel[2] += (splatcolor[10]*w); - highpixel[3] += (splatcolor[11]*w); - // flag the low precision pixel as needing to be updated - pixel[3] = 255; - // advance to fourth set of coefficients - pixel += numpixels; - highpixel += numpixels; - // add to the high precision pixel color - highpixel[0] += (splatcolor[12]*w); - highpixel[1] += (splatcolor[13]*w); - highpixel[2] += (splatcolor[14]*w); - highpixel[3] += (splatcolor[15]*w); - // flag the low precision pixel as needing to be updated - pixel[3] = 255; + for (corner = 0;corner < 8;corner++) + { + // calculate address for pixel + w = pixelweight[corner]; + pixel = pixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4; + highpixel = highpixels + 4 * pixelindex[corner] + pixelband * pixelsperband * 4; + // add to the high precision pixel color + highpixel[0] += (splatcolor[pixelband*4+0]*w); + highpixel[1] += (splatcolor[pixelband*4+1]*w); + highpixel[2] += (splatcolor[pixelband*4+2]*w); + highpixel[3] += (splatcolor[pixelband*4+3]*w); + // flag the low precision pixel as needing to be updated + pixel[3] = 255; + // advance to next band of coefficients + //pixel += pixelsperband*4; + //highpixel += pixelsperband*4; + } } } + VectorAdd(steppos, stepdelta, steppos); } } + if (cliptrace.fraction >= 1.0f) + break; + r_refdef.stats.bouncegrid_hits++; if (bouncecount >= maxbounce) break; // scale down shot color by bounce intensity and texture color (or 50% if no texture reported) @@ -2846,22 +2862,21 @@ static void R_Shadow_UpdateBounceGridTexture(void) // generate pixels array from highpixels array // skip first and last columns, rows, and layers as these are blank // the pixel[3] value was written above, so we can use it to detect only pixels that need to be calculated - for (d = 0;d < 4;d++) + for (pixelband = 0;pixelband < pixelbands;pixelband++) { for (z = 1;z < resolution[2]-1;z++) { for (y = 1;y < resolution[1]-1;y++) { - for (x = 1, pixelindex[0] = ((d*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4) + for (x = 1, pixelindex[0] = ((pixelband*resolution[2]+z)*resolution[1]+y)*resolution[0]+x, pixel = pixels + 4*pixelindex[0], highpixel = highpixels + 4*pixelindex[0];x < resolution[0]-1;x++, pixel += 4, highpixel += 4) { // only convert pixels that were hit by photons if (pixel[3] == 255) { // normalize the bentnormal... - if (settings.directionalshading) + if (pixelband == 1) { - if (d == 3) - VectorNormalize(highpixel); + VectorNormalize(highpixel); c[0] = (int)(highpixel[0]*128.0f+128.0f); c[1] = (int)(highpixel[1]*128.0f+128.0f); c[2] = (int)(highpixel[2]*128.0f+128.0f); @@ -2874,25 +2889,24 @@ static void R_Shadow_UpdateBounceGridTexture(void) c[2] = (int)(highpixel[2]*256.0f); c[3] = (int)(highpixel[3]*256.0f); } - pixel[0] = (unsigned char)bound(0, c[0], 255); + pixel[2] = (unsigned char)bound(0, c[0], 255); pixel[1] = (unsigned char)bound(0, c[1], 255); - pixel[2] = (unsigned char)bound(0, c[2], 255); + pixel[0] = (unsigned char)bound(0, c[2], 255); pixel[3] = (unsigned char)bound(0, c[3], 255); } } } } - if (!settings.directionalshading) - break; } - if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2]) - R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1)); + if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2] && r_shadow_bouncegriddirectional == settings.directionalshading) + R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*pixelbands); else { VectorCopy(resolution, r_shadow_bouncegridresolution); + r_shadow_bouncegriddirectional = settings.directionalshading; if (r_shadow_bouncegridtexture) R_FreeTexture(r_shadow_bouncegridtexture); - r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); + r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*pixelbands, pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL); } r_shadow_bouncegridtime = realtime; } diff --git a/shader_glsl.h b/shader_glsl.h index 3e529d75..ae82899d 100644 --- a/shader_glsl.h +++ b/shader_glsl.h @@ -972,6 +972,9 @@ "\n" "#ifdef USEBOUNCEGRID\n" " BounceGridTexCoord = vec3(BounceGridMatrix * Attrib_Position);\n" +"#ifdef USEBOUNCEGRIDDIRECTIONAL\n" +" BounceGridTexCoord.z *= 0.125;\n" +"#endif\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" @@ -1076,6 +1079,7 @@ "#ifdef USEBOUNCEGRID\n" "uniform sampler3D Texture_BounceGrid;\n" "uniform float BounceGridIntensity;\n" +"uniform highp mat4 BounceGridMatrix;\n" "#endif\n" "uniform highp float ClientTime;\n" "#ifdef USENORMALMAPSCROLLBLEND\n" @@ -1270,14 +1274,24 @@ "\n" "#ifdef USEBOUNCEGRID\n" "#ifdef USEBOUNCEGRIDDIRECTIONAL\n" -" myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord )) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.25))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.50))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" // bouncegrid_coeff4 is the bentnormal (average light direction), if that is useful for anything (can be used for specular)\n" -"// myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.75))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" -" myhalf4 bouncegrid_dir = myhalf4((surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz), 1.0);\n" -" myhalf3 bouncegrid_light = myhalf3(dot(bouncegrid_coeff1, bouncegrid_dir), dot(bouncegrid_coeff2, bouncegrid_dir), dot(bouncegrid_coeff3, bouncegrid_dir));\n" +"// myhalf4 bouncegrid_coeff1 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord ));\n" +"// myhalf4 bouncegrid_coeff2 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.125))) * 2.0 + myhalf4(-1.0, -1.0, -1.0, -1.0);\n" +" myhalf4 bouncegrid_coeff3 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.250)));\n" +" myhalf4 bouncegrid_coeff4 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.375)));\n" +" myhalf4 bouncegrid_coeff5 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.500)));\n" +" myhalf4 bouncegrid_coeff6 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.625)));\n" +" myhalf4 bouncegrid_coeff7 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.750)));\n" +" myhalf4 bouncegrid_coeff8 = myhalf4(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord + vec3(0.0, 0.0, 0.875)));\n" +" myhalf3 bouncegrid_dir = normalize(mat3(BounceGridMatrix) * (surfacenormal.x * VectorS.xyz + surfacenormal.y * VectorT.xyz + surfacenormal.z * VectorR.xyz));\n" +" myhalf3 bouncegrid_dirp = max(myhalf3(0.0, 0.0, 0.0), bouncegrid_dir);\n" +" myhalf3 bouncegrid_dirn = max(myhalf3(0.0, 0.0, 0.0), -bouncegrid_dir);\n" +"// bouncegrid_dirp = bouncegrid_dirn = myhalf3(1.0,1.0,1.0);\n" +" myhalf3 bouncegrid_light = myhalf3(\n" +" dot(bouncegrid_coeff3.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff6.xyz, bouncegrid_dirn),\n" +" dot(bouncegrid_coeff4.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff7.xyz, bouncegrid_dirn),\n" +" dot(bouncegrid_coeff5.xyz, bouncegrid_dirp) + dot(bouncegrid_coeff8.xyz, bouncegrid_dirn));\n" " color.rgb += diffusetex * bouncegrid_light * BounceGridIntensity;\n" +"// color.rgb = bouncegrid_dir.rgb * 0.5 + vec3(0.5, 0.5, 0.5);\n" "#else\n" " color.rgb += diffusetex * myhalf3(dp_texture3D(Texture_BounceGrid, BounceGridTexCoord)) * BounceGridIntensity;\n" "#endif\n"