]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
Add R_LightPoint which is fast version of R_CompleteLightPoint that only grabs ambien...
[xonotic/darkplaces.git] / r_shadow.c
index f521e93ab38c3304689a7d7ab508bbd46fe8d8ec..c3286a20dec74dcdab3e3e0e4f5e0efa23320fc8 100644 (file)
@@ -273,7 +273,7 @@ cvar_t r_shadow_bumpscale_basetexture = {0, "r_shadow_bumpscale_basetexture", "0
 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_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "2", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
+cvar_t r_shadow_deferred_8bitrange = {CVAR_SAVE, "r_shadow_deferred_8bitrange", "4", "dynamic range of image-based lighting when using 32bit color (does not apply to fp)"};
 //cvar_t r_shadow_deferred_fp = {CVAR_SAVE, "r_shadow_deferred_fp", "0", "use 16bit (1) or 32bit (2) floating point for accumulation of image-based lighting"};
 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"};
@@ -301,7 +301,7 @@ cvar_t r_shadow_realtime_world_compileshadow = {0, "r_shadow_realtime_world_comp
 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", "0", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
+cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"};
 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_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"};
@@ -319,24 +319,17 @@ cvar_t r_shadow_sortsurfaces = {0, "r_shadow_sortsurfaces", "1", "improve perfor
 cvar_t r_shadow_polygonfactor = {0, "r_shadow_polygonfactor", "0", "how much to enlarge shadow volume polygons when rendering (should be 0!)"};
 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_particletrace = {CVAR_SAVE, "r_shadow_particletrace", "0", "perform particle tracing for indirect lighting (Global Illumination / radiosity), requires r_shadow_deferred 1, requires r_shadow_realtime_world 1, EXTREMELY SLOW"};
-cvar_t r_shadow_particletrace_intensity = {CVAR_SAVE, "r_shadow_particletrace_intensity", "128", "overall brightness of particle traced radiosity"};
-cvar_t r_shadow_particletrace_size = {CVAR_SAVE, "r_shadow_particletrace_size", "32", "particles produce bounce lights of this radius"};
-cvar_t r_shadow_particletrace_radiusscale = {CVAR_SAVE, "r_shadow_particletrace_radiusscale", "1", "particles stop at this fraction of light radius"};
-cvar_t r_shadow_particletrace_maxbounce = {CVAR_SAVE, "r_shadow_particletrace_maxbounce", "1", "maximum number of bounces for a particle (minimum is 1)"};
-cvar_t r_shadow_particletrace_bounceintensity = {CVAR_SAVE, "r_shadow_particletrace_bounceintensity", "1", "amount of energy carried over after each bounce"};
-cvar_t r_shadow_particletrace_particlespacing = {CVAR_SAVE, "r_shadow_particletrace_particlespacing", "0.25", "overlap setting in terms of particle size, this affects how many particles are used"};
-cvar_t r_shadow_particletrace_updatepercentage = {CVAR_SAVE, "r_shadow_particletrace_updatepercentage", "0.01", "update this fraction of the particles of a light each frame (0 = best performance)"};
 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, requires r_shadow_realtime_world 1"};
 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_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "1", "overall brightness of bouncegrid texture"};
+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", "2", "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", "16", "maximum number of bounces for a particle (minimum is 1)"};
-cvar_t r_shadow_bouncegrid_particlebounceintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particlebounceintensity", "1", "amount of energy carried over after each bounce"};
-cvar_t r_shadow_bouncegrid_particleintensity = {CVAR_SAVE, "r_shadow_bouncegrid_particleintensity", "16", "brightness of particles contributing to bouncegrid texture"};
-cvar_t r_shadow_bouncegrid_particlespacing = {CVAR_SAVE, "r_shadow_bouncegrid_particlespacing", "32", "emit one particle per this many units (squared) of radius (squared)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "3", "maximum number of bounces for a particle (minimum is 1)"};
+cvar_t r_shadow_bouncegrid_particlebounceintensity = {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_SAVE, "r_shadow_bouncegrid_particleintensity", "2", "brightness of particles contributing to bouncegrid texture"};
+cvar_t r_shadow_bouncegrid_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "5000", "total photons to shoot per update, divided proportionately between lights"};
 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"};
@@ -361,8 +354,12 @@ cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsi
 rtexture_t *r_shadow_bouncegridtexture;
 matrix4x4_t r_shadow_bouncegridmatrix;
 vec_t r_shadow_bouncegridintensity;
+qboolean r_shadow_bouncegriddirectional;
 static double r_shadow_bouncegridtime;
 static int r_shadow_bouncegridresolution[3];
+static int r_shadow_bouncegridnumpixels;
+static unsigned char *r_shadow_bouncegridpixels;
+static float *r_shadow_bouncegridhighpixels;
 
 // note the table actually includes one more value, just to avoid the need to clamp the distance index due to minor math error
 #define ATTENTABLESIZE 256
@@ -507,7 +504,11 @@ void R_Shadow_FreeShadowMaps(void)
 void r_shadow_start(void)
 {
        // allocate vertex processing arrays
+       r_shadow_bouncegridpixels = NULL;
+       r_shadow_bouncegridhighpixels = NULL;
+       r_shadow_bouncegridnumpixels = 0;
        r_shadow_bouncegridtexture = NULL;
+       r_shadow_bouncegriddirectional = false;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -580,6 +581,10 @@ void r_shadow_shutdown(void)
 
        CHECKGLERROR
        r_shadow_bouncegridtexture = NULL;
+       r_shadow_bouncegridpixels = NULL;
+       r_shadow_bouncegridhighpixels = NULL;
+       r_shadow_bouncegridnumpixels = 0;
+       r_shadow_bouncegriddirectional = false;
        r_shadow_attenuationgradienttexture = NULL;
        r_shadow_attenuation2dtexture = NULL;
        r_shadow_attenuation3dtexture = NULL;
@@ -711,16 +716,9 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_polygonfactor);
        Cvar_RegisterVariable(&r_shadow_polygonoffset);
        Cvar_RegisterVariable(&r_shadow_texture3d);
-       Cvar_RegisterVariable(&r_shadow_particletrace);
-       Cvar_RegisterVariable(&r_shadow_particletrace_intensity);
-       Cvar_RegisterVariable(&r_shadow_particletrace_size);
-       Cvar_RegisterVariable(&r_shadow_particletrace_radiusscale);
-       Cvar_RegisterVariable(&r_shadow_particletrace_maxbounce);
-       Cvar_RegisterVariable(&r_shadow_particletrace_bounceintensity);
-       Cvar_RegisterVariable(&r_shadow_particletrace_particlespacing);
-       Cvar_RegisterVariable(&r_shadow_particletrace_updatepercentage);
        Cvar_RegisterVariable(&r_shadow_bouncegrid);
        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_intensity);
@@ -728,7 +726,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particlebounceintensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_particleintensity);
-       Cvar_RegisterVariable(&r_shadow_bouncegrid_particlespacing);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_photons);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
@@ -2290,18 +2288,21 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        dlight_t *light;
        int flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
        int bouncecount;
-       int bouncelimit;
-       int c[3];
        int hitsupercontentsmask;
        int maxbounce;
        int numpixels;
        int resolution[3];
        int shootparticles;
        int shotparticles;
+       int photoncount;
        int tex[3];
        trace_t cliptrace;
+       //trace_t cliptrace2;
+       //trace_t cliptrace3;
        unsigned char *pixel;
        unsigned char *pixels;
+       float *highpixel;
+       float *highpixels;
        unsigned int lightindex;
        unsigned int range;
        unsigned int range1;
@@ -2309,6 +2310,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        unsigned int seed = (unsigned int)(realtime * 1000.0f);
        vec3_t shotcolor;
        vec3_t baseshotcolor;
+       vec3_t surfcolor;
        vec3_t clipend;
        vec3_t clipstart;
        vec3_t clipdiff;
@@ -2321,8 +2323,19 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        vec_t radius;
        vec_t s;
        vec_t lightintensity;
+       vec_t photonscaling;
+       vec_t photonresidual;
        float m[16];
+       float texlerp[2][3];
+       float splatcolor[16];
+       float pixelweight[8];
+       float w;
+       int c[4];
+       int pixelindex[8];
+       int corner;
+       int x, y, z, d;
        qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
+       qboolean directionalshading = r_shadow_bouncegrid_directionalshading.integer != 0;
        rtlight_t *rtlight;
        if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
        {
@@ -2331,6 +2344,14 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                        R_FreeTexture(r_shadow_bouncegridtexture);
                        r_shadow_bouncegridtexture = NULL;
                }
+               if (r_shadow_bouncegridpixels)
+                       Mem_Free(r_shadow_bouncegridpixels);
+               r_shadow_bouncegridpixels = NULL;
+               if (r_shadow_bouncegridhighpixels)
+                       Mem_Free(r_shadow_bouncegridhighpixels);
+               r_shadow_bouncegridhighpixels = NULL;
+               r_shadow_bouncegridnumpixels = 0;
+               r_shadow_bouncegriddirectional = false;
                return;
        }
        if (r_refdef.scene.worldmodel && isstatic)
@@ -2377,19 +2398,48 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        m[10] = 1.0f / size[2];
        m[11] = -mins[2] * m[10];
        m[15] = 1.0f;
+       if (directionalshading)
+       {
+               m[10] *= 0.25f;
+               m[11] *= 0.25f;
+       }
        Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
        numpixels = resolution[0]*resolution[1]*resolution[2];
-       // allocate pixels for this update...
-       pixels = (unsigned char *)Mem_Alloc(r_main_mempool, numpixels * sizeof(unsigned char[4]));
+       if (directionalshading)
+               numpixels *= 4;
+       r_shadow_bouncegriddirectional = directionalshading;
+       // reallocate pixels for this update if needed...
+       if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
+       {
+               if (r_shadow_bouncegridtexture)
+               {
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+                       r_shadow_bouncegridtexture = NULL;
+               }
+               r_shadow_bouncegridpixels = (unsigned char *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridpixels, numpixels * sizeof(unsigned char[4]));
+               r_shadow_bouncegridhighpixels = (float *)Mem_Realloc(r_main_mempool, r_shadow_bouncegridhighpixels, numpixels * sizeof(float[4]));
+       }
+       r_shadow_bouncegridnumpixels = numpixels;
+       pixels = r_shadow_bouncegridpixels;
+       highpixels = r_shadow_bouncegridhighpixels;
+       if (directionalshading)
+               memset(pixels, 128, numpixels * sizeof(unsigned char[4]));
+       else
+               memset(pixels, 0, numpixels * sizeof(unsigned char[4]));
+       memset(highpixels, 0, numpixels * sizeof(float[4]));
        // figure out what we want to interact with
        if (r_shadow_bouncegrid_hitmodels.integer)
                hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
        else
                hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
+       maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
+       // clear variables that produce warnings otherwise
+       memset(splatcolor, 0, sizeof(splatcolor));
        // iterate world rtlights
        range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
        range1 = isstatic ? 0 : r_refdef.scene.numlights;
        range2 = range + range1;
+       photoncount = 0;
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
                if (isstatic)
@@ -2425,17 +2475,61 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                // distribution, the seeded random is only consistent for a
                // consistent number of particles on this light...
                radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
-               s = rtlight->radius / bound(1.0f, r_shadow_bouncegrid_particlespacing.value, 1048576.0f);
-               lightintensity = VectorLength(rtlight->color) * rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale;
+               s = rtlight->radius;
+               lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
                        lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
-               shootparticles = (int)bound(0, lightintensity * s *s, MAXBOUNCEGRIDPARTICLESPERLIGHT);
+               photoncount += max(0.0f, lightintensity * s * s);
+       }
+       photonscaling = bound(1, r_shadow_bouncegrid_photons.value, 1048576) / max(1, photoncount);
+       photonresidual = 0.0f;
+       for (lightindex = 0;lightindex < range2;lightindex++)
+       {
+               if (isstatic)
+               {
+                       light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                       if (!light || !(light->flags & flag))
+                               continue;
+                       rtlight = &light->rtlight;
+                       // when static, we skip styled lights because they tend to change...
+                       if (rtlight->style > 0)
+                               continue;
+                       VectorScale(rtlight->color, (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale) * (rtlight->style >= 0 ? r_refdef.scene.rtlightstylevalue[rtlight->style] : 1), lightcolor);
+               }
+               else
+               {
+                       if (lightindex < range)
+                       {
+                               light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
+                               rtlight = &light->rtlight;
+                       }
+                       else
+                               rtlight = r_refdef.scene.lights[lightindex - range];
+                       // draw only visible lights (major speedup)
+                       if (!rtlight->draw)
+                               continue;
+                       VectorScale(rtlight->currentcolor, rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale, lightcolor);
+               }
+               if (!VectorLength2(lightcolor))
+                       continue;
+               // shoot particles from this light
+               // use a calculation for the number of particles that will not
+               // vary with lightstyle, otherwise we get randomized particle
+               // distribution, the seeded random is only consistent for a
+               // consistent number of particles on this light...
+               radius = rtlight->radius * bound(0.0001f, r_shadow_bouncegrid_lightradiusscale.value, 1024.0f);
+               s = rtlight->radius;
+               lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
+               if (lightindex >= range)
+                       lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+               photonresidual += lightintensity * s * s * photonscaling;
+               shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
                if (!shootparticles)
                        continue;
-               s = 255.0f * r_shadow_bouncegrid_particleintensity.value / shootparticles;
+               photonresidual -= shootparticles;
+               s = r_shadow_bouncegrid_particleintensity.value / shootparticles;
                VectorScale(lightcolor, s, baseshotcolor);
-               maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
-               if (VectorLength2(baseshotcolor) < 3.0f)
+               if (VectorLength2(baseshotcolor) == 0.0f)
                        break;
                r_refdef.stats.bouncegrid_lights++;
                r_refdef.stats.bouncegrid_particles += shootparticles;
@@ -2450,11 +2544,12 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                        else
                                VectorCheeseRandom(clipend);
                        VectorMA(clipstart, radius, clipend, clipend);
-                       bouncelimit = 1 + (rtlight->particlecache_updateparticle % maxbounce);
                        for (bouncecount = 0;;bouncecount++)
                        {
                                r_refdef.stats.bouncegrid_traces++;
-                               cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true);
+                               //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);
+                               cliptrace = CL_TraceLine(clipstart, clipend, r_shadow_bouncegrid_hitmodels.integer ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
                                //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
                                if (cliptrace.fraction >= 1.0f)
                                        break;
@@ -2463,30 +2558,125 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                {
                                        r_refdef.stats.bouncegrid_splats++;
                                        // figure out which texture pixel this is in
-                                       tex[0] = (int)((cliptrace.endpos[0] - mins[0]) * ispacing[0]);
-                                       tex[1] = (int)((cliptrace.endpos[1] - mins[1]) * ispacing[1]);
-                                       tex[2] = (int)((cliptrace.endpos[2] - mins[2]) * ispacing[2]);
-                                       if (tex[0] >= 1 && tex[1] >= 1 && tex[2] >= 1 && tex[0] < resolution[0] - 1 && tex[1] < resolution[1] - 1 && tex[2] < resolution[2] - 1)
+                                       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)
                                        {
-                                               // it is within bounds...
-                                               pixel = pixels + 4 * ((tex[2]*resolution[1]+tex[1])*resolution[0]+tex[0]);
-                                               // add to the pixel color
-                                               c[0] = pixel[0] + (int)shotcolor[2];
-                                               c[1] = pixel[1] + (int)shotcolor[1];
-                                               c[2] = pixel[2] + (int)shotcolor[0];
-                                               pixel[0] = (unsigned char)min(c[0], 255);
-                                               pixel[1] = (unsigned char)min(c[1], 255);
-                                               pixel[2] = (unsigned char)min(c[2], 255);
-                                               pixel[3] = 255;
+                                               // it is within bounds...  do the real work now
+                                               // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
+                                               if (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++)
+                                               {
+                                                       // 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 (directionalshading)
+                                                       {
+                                                               // 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;
+                                                       }
+                                               }
                                        }
                                }
-                               if (bouncecount >= bouncelimit)
+                               if (bouncecount >= maxbounce)
                                        break;
-                               // scale down shot color by bounce intensity and texture color
-                               VectorScale(shotcolor, r_shadow_bouncegrid_particlebounceintensity.value, shotcolor);
+                               // 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)
-                                       VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor);
-                               if (VectorLength2(shotcolor) < 3.0f)
+                                       VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
+                               else
+                                       VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
+                               VectorScale(surfcolor, r_shadow_bouncegrid_particlebounceintensity.value, 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(baseshotcolor) == 0.0f)
                                        break;
                                r_refdef.stats.bouncegrid_bounces++;
                                if (r_shadow_bouncegrid_bounceanglediffuse.integer)
@@ -2513,242 +2703,58 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                        }
                }
        }
-       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]);
-       else
+       // 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++)
        {
-               VectorCopy(resolution, r_shadow_bouncegridresolution);
-               if (r_shadow_bouncegridtexture)
-                       R_FreeTexture(r_shadow_bouncegridtexture);
-               r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2], pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
-       }
-       Mem_Free(pixels);
-       r_shadow_bouncegridtime = realtime;
-}
-
-#define MAXPARTICLESPERLIGHT 262144
-#define MAXLIGHTSPERDRAW 1024
-
-static void R_Shadow_RenderParticlesForLight(rtlight_t *rtlight)
-{
-       int batchcount;
-       int i;
-       int j;
-       int bouncecount;
-       int hitsupercontentsmask;
-       int n;
-       int shotparticles;
-       int shootparticles = 0;
-       int bouncelimit;
-       int maxbounce;
-       unsigned int seed = 0;
-       static unsigned short bouncelight_elements[MAXLIGHTSPERDRAW*36];
-       static float vertex3f[MAXLIGHTSPERDRAW*24];
-       static float lightorigin4f[MAXLIGHTSPERDRAW*32];
-       static float color4f[MAXLIGHTSPERDRAW*32];
-       float scaledpoints[8][3];
-       float *v3f;
-       float *lo4f;
-       float *c4f;
-       rtlight_particle_t *p;
-       vec_t wantparticles = 0;
-       vec_t s;
-       vec_t radius;
-       vec_t particlesize;
-       vec_t iparticlesize;
-//     vec3_t offset;
-//     vec3_t right;
-//     vec3_t up;
-       vec4_t org;
-       vec4_t color;
-       vec3_t currentcolor;
-       vec3_t clipstart;
-       vec3_t clipend;
-       vec3_t shotcolor;
-       trace_t cliptrace;
-       if (!rtlight->draw || !rtlight->isstatic || !r_shadow_usingdeferredprepass)
-               return;
-       if (r_shadow_particletrace.integer)
-       {
-               radius = rtlight->radius * bound(0.0001f, r_shadow_particletrace_radiusscale.value, 1.0f) - r_shadow_particletrace_size.value;
-               s = rtlight->radius / bound(1.0f, r_shadow_particletrace_particlespacing.value * r_shadow_particletrace_size.value, 1048576.0f);
-               wantparticles = s*s;
-               n = (int)bound(0, wantparticles, MAXPARTICLESPERLIGHT);
-       }
-       else
-               n = 0;
-       shootparticles = (int)(n * r_shadow_particletrace_updatepercentage.value);
-       if ((n && !rtlight->particlecache_particles) || rtlight->particlecache_maxparticles != n)
-       {
-               if (rtlight->particlecache_particles)
-                       Mem_Free(rtlight->particlecache_particles);
-               rtlight->particlecache_particles = NULL;
-               rtlight->particlecache_numparticles = 0;
-               rtlight->particlecache_maxparticles = n;
-               rtlight->particlecache_updateparticle = 0;
-               if (rtlight->particlecache_maxparticles)
-                       rtlight->particlecache_particles = (rtlight_particle_t *)Mem_Alloc(r_main_mempool, rtlight->particlecache_maxparticles * sizeof(*rtlight->particlecache_particles));
-               shootparticles = n * 16;
-       }
-
-       if (!rtlight->particlecache_maxparticles)
-               return;
-
-//     if (rtlight->particlecache_numparticles < rtlight->particlecache_maxparticles)
-//             shootparticles = rtlight->particlecache_maxparticles;
-
-//     if (rtlight->particlecache_numparticles >= rtlight->particlecache_maxparticles)
-//             shootparticles = 0;
-
-       maxbounce = bound(1, r_shadow_particletrace_maxbounce.integer, 16);
-       //r_refdef.stats.lights_bouncelightsupdated += shootparticles;
-       for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
-       {
-               seed = rtlight->particlecache_updateparticle;
-               VectorSet(shotcolor, 1.0f, 1.0f, 1.0f);
-               VectorCopy(rtlight->shadoworigin, clipstart);
-               VectorRandom(clipend);
-               VectorMA(clipstart, radius, clipend, clipend);
-               hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
-               bouncelimit = 1 + (rtlight->particlecache_updateparticle % maxbounce);
-               for (bouncecount = 0;;bouncecount++)
+               for (z = 1;z < resolution[2]-1;z++)
                {
-                       cliptrace = CL_TraceLine(clipstart, clipend, MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true);
-                       //Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask);
-                       if (cliptrace.fraction >= 1.0f)
-                               break;
-                       if (VectorLength2(shotcolor) < (1.0f / 262144.0f))
-                               break;
-                       if (bouncecount >= bouncelimit)
+                       for (y = 1;y < resolution[1]-1;y++)
                        {
-                               VectorCopy(cliptrace.endpos, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].origin);
-                               VectorCopy(shotcolor, rtlight->particlecache_particles[rtlight->particlecache_updateparticle].color);
-                               rtlight->particlecache_updateparticle++;
-                               if (rtlight->particlecache_numparticles < rtlight->particlecache_updateparticle)
-                                       rtlight->particlecache_numparticles = rtlight->particlecache_updateparticle;
-                               if (rtlight->particlecache_updateparticle >= rtlight->particlecache_maxparticles)
+                               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)
                                {
-                                       rtlight->particlecache_updateparticle = 0;
-                                       shotparticles = shootparticles;
+                                       // only convert pixels that were hit by photons
+                                       if (pixel[3] == 255)
+                                       {
+                                               // normalize the bentnormal...
+                                               if (directionalshading)
+                                               {
+                                                       if (d == 3)
+                                                               VectorNormalize(highpixel);
+                                                       c[0] = (int)(highpixel[0]*128.0f+128.0f);
+                                                       c[1] = (int)(highpixel[1]*128.0f+128.0f);
+                                                       c[2] = (int)(highpixel[2]*128.0f+128.0f);
+                                                       c[3] = (int)(highpixel[3]*128.0f+128.0f);
+                                               }
+                                               else
+                                               {
+                                                       c[0] = (int)(highpixel[0]*256.0f);
+                                                       c[1] = (int)(highpixel[1]*256.0f);
+                                                       c[2] = (int)(highpixel[2]*256.0f);
+                                                       c[3] = (int)(highpixel[3]*256.0f);
+                                               }
+                                               pixel[0] = (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[3] = (unsigned char)bound(0, c[3], 255);
+                                       }
                                }
-                               break;
                        }
-                       // scale down shot color by bounce intensity and texture color
-                       VectorScale(shotcolor, r_shadow_particletrace_bounceintensity.value, shotcolor);
-                       if (cliptrace.hittexture && cliptrace.hittexture->currentskinframe)
-                               VectorMultiply(shotcolor, rsurface.texture->currentskinframe->avgcolor, shotcolor);
-                       // reflect the remaining portion of the line across plane normal
-                       //VectorSubtract(clipend, cliptrace.endpos, clipdiff);
-                       //VectorReflect(clipdiff, 1.0, cliptrace.plane.normal, clipend);
-                       // random direction, primarily along plane normal
-                       s = VectorDistance(cliptrace.endpos, clipend);
-                       VectorRandom(clipend);
-                       VectorMA(cliptrace.plane.normal, 0.95f, clipend, clipend);
-                       VectorNormalize(clipend);
-                       VectorScale(clipend, s, clipend);
-                       // calculate the new line start and end
-                       VectorCopy(cliptrace.endpos, clipstart);
-                       VectorAdd(clipstart, clipend, clipend);
-               }
-       }
-
-       if (!rtlight->particlecache_numparticles)
-               return;
-
-       // render the particles as deferred lights
-// do global setup needed for the chosen lighting mode
-       R_Shadow_RenderMode_Reset();
-       r_shadow_rendermode = r_shadow_lightingrendermode;
-       r_shadow_usingshadowmap2d = false;
-       R_EntityMatrix(&identitymatrix);
-       GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
-       // only draw light where this geometry was already rendered AND the
-       // stencil is 128 (values other than this mean shadow)
-       R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_EQUAL, 128, 255);
-       R_Mesh_SetRenderTargets(r_shadow_prepasslightingdiffusefbo, r_shadow_prepassgeometrydepthtexture, r_shadow_prepasslightingdiffusetexture, NULL, NULL, NULL);
-       R_SetupShader_DeferredBounceLight();
-       GL_ColorMask(1,1,1,1);
-       GL_DepthMask(false);
-       GL_DepthRange(0, 1);
-       GL_PolygonOffset(0, 0);
-       GL_DepthTest(true);
-       GL_DepthFunc(GL_GREATER);
-       GL_CullFace(r_refdef.view.cullface_back);
-       s = r_shadow_particletrace_intensity.value / (float)rtlight->particlecache_numparticles;
-       VectorScale(rtlight->currentcolor, s, currentcolor);
-       particlesize = bound(0.0001f, r_shadow_particletrace_size.value, 1024.0f);
-       iparticlesize = 1.0f / particlesize;
-//     VectorScale(r_refdef.view.forward, particlesize, offset);
-//     VectorScale(r_refdef.view.left, -particlesize, right);
-//     VectorScale(r_refdef.view.up, particlesize, up);
-       org[3] = iparticlesize;
-       color[3] = 1.0f;
-       v3f = vertex3f;
-       lo4f = lightorigin4f;
-       c4f = color4f;
-       batchcount = 0;
-       if (!bouncelight_elements[1])
-               for (i = 0;i < MAXLIGHTSPERDRAW;i++)
-                       for (j = 0;j < 36;j++)
-                               bouncelight_elements[i*36+j] = i*8+bboxelements[j];
-       for (j = 0;j < 8;j++)
-               VectorScale(bboxpoints[j], particlesize, scaledpoints[j]);
-       //r_refdef.stats.lights_bouncelightscounted += rtlight->particlecache_numparticles;
-       for (j = 0, p = rtlight->particlecache_particles, n = rtlight->particlecache_numparticles;j < n;j++, p++)
-       {
-               VectorCopy(p->origin, org);
-               // org[3] is set above
-               VectorMultiply(p->color, currentcolor, color);
-               // color[3] is set above
-               VectorAdd(scaledpoints[0], org, v3f +  0);
-               VectorAdd(scaledpoints[1], org, v3f +  3);
-               VectorAdd(scaledpoints[2], org, v3f +  6);
-               VectorAdd(scaledpoints[3], org, v3f +  9);
-               VectorAdd(scaledpoints[4], org, v3f + 12);
-               VectorAdd(scaledpoints[5], org, v3f + 15);
-               VectorAdd(scaledpoints[6], org, v3f + 18);
-               VectorAdd(scaledpoints[7], org, v3f + 21);
-               Vector4Copy(org, lo4f +  0);
-               Vector4Copy(org, lo4f +  4);
-               Vector4Copy(org, lo4f +  8);
-               Vector4Copy(org, lo4f + 12);
-               Vector4Copy(org, lo4f + 16);
-               Vector4Copy(org, lo4f + 20);
-               Vector4Copy(org, lo4f + 24);
-               Vector4Copy(org, lo4f + 28);
-               Vector4Copy(color, c4f + 0);
-               Vector4Copy(color, c4f + 4);
-               Vector4Copy(color, c4f + 8);
-               Vector4Copy(color, c4f + 12);
-               Vector4Copy(color, c4f + 16);
-               Vector4Copy(color, c4f + 20);
-               Vector4Copy(color, c4f + 24);
-               Vector4Copy(color, c4f + 28);
-               v3f += 24;
-               lo4f += 32;
-               c4f += 32;
-               batchcount++;
-               if (batchcount >= MAXLIGHTSPERDRAW)
-               {
-                       //r_refdef.stats.lights_bouncelightsdrawn += batchcount;
-                       R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f);
-                       R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0);
-                       v3f = vertex3f;
-                       lo4f = lightorigin4f;
-                       c4f = color4f;
-                       batchcount = 0;
                }
+               if (!directionalshading)
+                       break;
        }
-       if (batchcount)
+       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]*(directionalshading ? 4 : 1));
+       else
        {
-               //r_refdef.stats.lights_bouncelightsdrawn += batchcount;
-               R_Mesh_PrepareVertices_BounceLight_Arrays(batchcount*8, vertex3f, color4f, lightorigin4f);
-               R_Mesh_Draw(0, batchcount*8, 0, batchcount*12, NULL, NULL, 0, bouncelight_elements, NULL, 0);
-               v3f = vertex3f;
-               lo4f = lightorigin4f;
-               c4f = color4f;
-               batchcount = 0;
+               VectorCopy(resolution, r_shadow_bouncegridresolution);
+               if (r_shadow_bouncegridtexture)
+                       R_FreeTexture(r_shadow_bouncegridtexture);
+               r_shadow_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
        }
+       r_shadow_bouncegridtime = realtime;
 }
 
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
@@ -4266,9 +4272,6 @@ void R_Shadow_DrawLight(rtlight_t *rtlight)
                else
                        R_Shadow_RenderMode_DrawDeferredLight(false, false);
        }
-
-       if (r_shadow_particletrace.integer)
-               R_Shadow_RenderParticlesForLight(rtlight);
 }
 
 static void R_Shadow_FreeDeferred(void)
@@ -5080,7 +5083,7 @@ void R_DrawCorona(rtlight_t *rtlight, float cscale, float scale)
        else
        {
                // FIXME: these traces should scan all render entities instead of cl.world
-               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+               if (CL_TraceLine(r_refdef.view.origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
                        return;
        }
        VectorScale(rtlight->currentcolor, cscale, color);
@@ -5458,7 +5461,7 @@ void R_Shadow_SelectLightInView(void)
                if (rating >= 0.95)
                {
                        rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp)));
-                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f)
+                       if (bestrating < rating && CL_TraceLine(light->origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1.0f)
                        {
                                bestrating = rating;
                                best = light;
@@ -5907,7 +5910,7 @@ void R_Shadow_SetCursorLocationForView(void)
        vec3_t dest, endpos;
        trace_t trace;
        VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest);
-       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+       trace = CL_TraceLine(r_refdef.view.origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true);
        if (trace.fraction < 1)
        {
                dist = trace.fraction * r_editlights_cursordistance.value;
@@ -6039,6 +6042,17 @@ void R_Shadow_EditLights_Edit_f(void)
                origin[1] = atof(Cmd_Argv(3));
                origin[2] = atof(Cmd_Argv(4));
        }
+       else if (!strcmp(Cmd_Argv(1), "originscale"))
+       {
+               if (Cmd_Argc() != 5)
+               {
+                       Con_Printf("usage: r_editlights_edit %s x y z\n", Cmd_Argv(1));
+                       return;
+               }
+               origin[0] *= atof(Cmd_Argv(2));
+               origin[1] *= atof(Cmd_Argv(3));
+               origin[2] *= atof(Cmd_Argv(4));
+       }
        else if (!strcmp(Cmd_Argv(1), "originx"))
        {
                if (Cmd_Argc() != 3)
@@ -6470,6 +6484,7 @@ void R_Shadow_EditLights_Help_f(void)
 "colorscale r g b : multiply color of light (1 1 1 does nothing)\n"
 "radiusscale scale : multiply radius (size) of light (1 does nothing)\n"
 "sizescale scale : multiply radius (size) of light (1 does nothing)\n"
+"originscale x y z : multiply origin of light (1 1 1 does nothing)\n"
 "style style : set lightstyle of light (flickering patterns, switches, etc)\n"
 "cubemap basename : set filter cubemap of light (not yet supported)\n"
 "shadows 1/0 : turn on/off shadows\n"
@@ -6583,6 +6598,84 @@ LIGHT SAMPLING
 =============================================================================
 */
 
+void R_LightPoint(vec3_t color, const vec3_t p, const int flags)
+{
+       int i, numlights, flag;
+       float f, relativepoint[3], dist, dist2, lightradius2;
+       vec3_t diffuse, n;
+       rtlight_t *light;
+       dlight_t *dlight;
+
+       VectorClear(color);
+
+       if (r_fullbright.integer)
+       {
+               VectorSet(color, 1, 1, 1);
+               return;
+       }
+
+       if (flags & LP_LIGHTMAP)
+       {
+               if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+               {
+                       r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, p, color, diffuse, n);
+                       color[0] += r_refdef.scene.ambient + diffuse[0];
+                       color[1] += r_refdef.scene.ambient + diffuse[1];
+                       color[2] += r_refdef.scene.ambient + diffuse[2];
+               }
+               else
+                       VectorSet(color, 1, 1, 1);
+       }
+       if (flags & LP_RTWORLD)
+       {
+               flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE;
+               numlights = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray);
+               for (i = 0; i < numlights; i++)
+               {
+                       dlight = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, i);
+                       if (!dlight)
+                               continue;
+                       light = &dlight->rtlight;
+                       if (!(light->flags & flag))
+                               continue;
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
+                               VectorMA(color, f, light->currentcolor, color);
+               }
+       }
+       if (flags & LP_DYNLIGHT)
+       {
+               // sample dlights
+               for (i = 0;i < r_refdef.scene.numlights;i++)
+               {
+                       light = r_refdef.scene.lights[i];
+                       // sample
+                       lightradius2 = light->radius * light->radius;
+                       VectorSubtract(light->shadoworigin, p, relativepoint);
+                       dist2 = VectorLength2(relativepoint);
+                       if (dist2 >= lightradius2)
+                               continue;
+                       dist = sqrt(dist2) / light->radius;
+                       f = dist < 1 ? (r_shadow_lightintensityscale.value * ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist))) : 0;
+                       if (f <= 0)
+                               continue;
+                       // todo: add to both ambient and diffuse
+                       if (!light->shadow || CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction == 1)
+                               VectorMA(color, f, light->color, color);
+               }
+       }
+}
+
 void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const vec3_t p, const int flags)
 {
        int i, numlights, flag;
@@ -6605,7 +6698,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                return;
        }
 
-       if (flags & LP_LIGHTMAP)
+       if (flags == LP_LIGHTMAP)
        {
                VectorSet(ambient, r_refdef.scene.ambient, r_refdef.scene.ambient, r_refdef.scene.ambient);
                VectorClear(diffuse);
@@ -6659,7 +6752,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = min(1.0f, (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
                                continue;
                        // scale down intensity to add to both ambient and diffuse
                        //intensity *= 0.5f;
@@ -6691,7 +6784,7 @@ void R_CompleteLightPoint(vec3_t ambient, vec3_t diffuse, vec3_t lightdir, const
                        intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist) * r_shadow_lightintensityscale.value;
                        if (intensity <= 0.0f)
                                continue;
-                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1)
+                       if (light->shadow && CL_TraceLine(p, light->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, true).fraction < 1)
                                continue;
                        // scale down intensity to add to both ambient and diffuse
                        //intensity *= 0.5f;