]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
cache collision trace results from frame to frame
[xonotic/darkplaces.git] / r_shadow.c
index 33818cb1faa0b735ed6bbac3fa75139709c20fc3..f02ef74ea14b1bd7ebd7e42b20802b13ad9eade9 100644 (file)
@@ -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_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", "3", "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", "4", "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_nolerpsplat = {CVAR_SAVE, "r_shadow_bouncegrid_nolerpsplat", "0", "enables slightly quicker (but worse looking) photon accumulation"};
+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"};
@@ -720,14 +713,6 @@ 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_dlightparticlemultiplier);
@@ -735,9 +720,10 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_intensity);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_lightradiusscale);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_maxbounce);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_nolerpsplat);
        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);
@@ -2303,12 +2289,14 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        int hitsupercontentsmask;
        int maxbounce;
        int numpixels;
-       int pixelindex;
        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;
        unsigned short *highpixel;
@@ -2320,6 +2308,7 @@ 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;
@@ -2332,7 +2321,14 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        vec_t radius;
        vec_t s;
        vec_t lightintensity;
+       vec_t photonscaling;
+       vec_t photonresidual;
        float m[16];
+       int texlerp[2][3];
+       int splatcolor[3];
+       int pixelindex[8];
+       int pixelweight[8];
+       int corner;
        qboolean isstatic = r_shadow_bouncegrid_updateinterval.value > 1.0f;
        rtlight_t *rtlight;
        if (!r_shadow_bouncegrid.integer || !vid.support.ext_texture_3d)
@@ -2418,6 +2414,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        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)
@@ -2453,13 +2450,58 @@ 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;
+               photonresidual -= shootparticles;
                s = 65535.0f * r_shadow_bouncegrid_particleintensity.value / shootparticles;
                VectorScale(lightcolor, s, baseshotcolor);
                if (VectorLength2(baseshotcolor) < 3.0f)
@@ -2480,7 +2522,9 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                        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;
@@ -2489,37 +2533,88 @@ 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] = (int)(((cliptrace.endpos[0] - mins[0]) * ispacing[0]) * 256.0f);
+                                       texlerp[1][1] = (int)(((cliptrace.endpos[1] - mins[1]) * ispacing[1]) * 256.0f);
+                                       texlerp[1][2] = (int)(((cliptrace.endpos[2] - mins[2]) * ispacing[2]) * 256.0f);
+                                       tex[0] = texlerp[1][0] >> 8;
+                                       tex[1] = texlerp[1][1] >> 8;
+                                       tex[2] = texlerp[1][2] >> 8;
+                                       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...
-                                               pixelindex = ((tex[2]*resolution[1]+tex[1])*resolution[0]+tex[0]);
-                                               pixel = pixels + 4 * pixelindex;
-                                               highpixel = highpixels + 3 * pixelindex;
-                                               // add to the high precision pixel color
-                                               c[0] = highpixel[0] + (int)shotcolor[2];
-                                               c[1] = highpixel[1] + (int)shotcolor[1];
-                                               c[2] = highpixel[2] + (int)shotcolor[0];
-                                               highpixel[0] = (unsigned short)min(c[0], 65535);
-                                               highpixel[1] = (unsigned short)min(c[1], 65535);
-                                               highpixel[2] = (unsigned short)min(c[2], 65535);
-                                               // update the low precision pixel color
-                                               pixel[0] = highpixel[0] >> 8;
-                                               pixel[1] = highpixel[1] >> 8;
-                                               pixel[2] = highpixel[2] >> 8;
-                                               pixel[3] = 255;
+                                               splatcolor[0] = (int)shotcolor[2];
+                                               splatcolor[1] = (int)shotcolor[1];
+                                               splatcolor[2] = (int)shotcolor[0];
+                                               // calculate the lerp factors
+                                               if (r_shadow_bouncegrid_nolerpsplat.integer)
+                                               {
+                                                       pixelindex[0] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );
+                                                       pixel = pixels + 4 * pixelindex[0];
+                                                       highpixel = highpixels + 3 * pixelindex[0];
+                                                       // add to the high precision pixel color
+                                                       c[0] = highpixel[0] + splatcolor[0];
+                                                       c[1] = highpixel[1] + splatcolor[1];
+                                                       c[2] = highpixel[2] + splatcolor[2];
+                                                       highpixel[0] = (unsigned short)min(c[0], 65535);
+                                                       highpixel[1] = (unsigned short)min(c[1], 65535);
+                                                       highpixel[2] = (unsigned short)min(c[2], 65535);
+                                                       // update the low precision pixel color
+                                                       pixel[0] = highpixel[0] >> 8;
+                                                       pixel[1] = highpixel[1] >> 8;
+                                                       pixel[2] = highpixel[2] >> 8;
+                                                       pixel[3] = 255;
+                                               }
+                                               else
+                                               {
+                                                       texlerp[1][0] &= 0xFF;
+                                                       texlerp[1][1] &= 0xFF;
+                                                       texlerp[1][2] &= 0xFF;
+                                                       texlerp[0][0] = 256 - texlerp[1][0];
+                                                       texlerp[0][1] = 256 - texlerp[1][1];
+                                                       texlerp[0][2] = 256 - 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]) >> 16;
+                                                       pixelindex[1] = (((tex[2]  )*resolution[1]+tex[1]  )*resolution[0]+tex[0]+1);pixelweight[1] = (texlerp[1][0]*texlerp[0][1]*texlerp[0][2]) >> 16;
+                                                       pixelindex[2] = (((tex[2]  )*resolution[1]+tex[1]+1)*resolution[0]+tex[0]  );pixelweight[2] = (texlerp[0][0]*texlerp[1][1]*texlerp[0][2]) >> 16;
+                                                       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]) >> 16;
+                                                       pixelindex[4] = (((tex[2]+1)*resolution[1]+tex[1]  )*resolution[0]+tex[0]  );pixelweight[4] = (texlerp[0][0]*texlerp[0][1]*texlerp[1][2]) >> 16;
+                                                       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]) >> 16;
+                                                       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]) >> 16;
+                                                       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]) >> 16;
+                                                       // update the 8 pixels...
+                                                       for (corner = 0;corner < 8;corner++)
+                                                       {
+                                                               pixel = pixels + 4 * pixelindex[corner];
+                                                               highpixel = highpixels + 3 * pixelindex[corner];
+                                                               // add to the high precision pixel color
+                                                               c[0] = highpixel[0] + ((splatcolor[0]*pixelweight[corner])>>8);
+                                                               c[1] = highpixel[1] + ((splatcolor[1]*pixelweight[corner])>>8);
+                                                               c[2] = highpixel[2] + ((splatcolor[2]*pixelweight[corner])>>8);
+                                                               highpixel[0] = (unsigned short)min(c[0], 65535);
+                                                               highpixel[1] = (unsigned short)min(c[1], 65535);
+                                                               highpixel[2] = (unsigned short)min(c[2], 65535);
+                                                               // update the low precision pixel color
+                                                               pixel[0] = highpixel[0] >> 8;
+                                                               pixel[1] = highpixel[1] >> 8;
+                                                               pixel[2] = highpixel[2] >> 8;
+                                                               pixel[3] = 255;
+                                                       }
+                                               }
                                        }
                                }
                                if (bouncecount >= maxbounce)
                                        break;
                                // scale down shot color by bounce intensity and texture color (or 50% if no texture reported)
-                               VectorScale(shotcolor, r_shadow_bouncegrid_particlebounceintensity.value, shotcolor);
+                               // 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);
+                                       VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
                                else
-                                       VectorScale(shotcolor, 0.5f->avgcolor, shotcolor);
+                                       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(shotcolor) < 3.0f)
                                        break;
                                r_refdef.stats.bouncegrid_bounces++;
@@ -2559,231 +2654,6 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        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++)
-               {
-                       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)
-                       {
-                               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)
-                               {
-                                       rtlight->particlecache_updateparticle = 0;
-                                       shotparticles = shootparticles;
-                               }
-                               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 (batchcount)
-       {
-               //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;
-       }
-}
-
 void R_Shadow_RenderMode_VisibleShadowVolumes(void)
 {
        R_Shadow_RenderMode_Reset();
@@ -4299,9 +4169,6 @@ 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)
@@ -5113,7 +4980,7 @@ 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);
@@ -5491,7 +5358,7 @@ 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;
@@ -5940,7 +5807,7 @@ 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;
@@ -6692,7 +6559,7 @@ 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;
@@ -6724,7 +6591,7 @@ 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;