]> de.git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
added r_shadow_bouncegrid_static cvar which makes a proper static mode
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 28 Mar 2011 06:56:32 +0000 (06:56 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 28 Mar 2011 06:56:32 +0000 (06:56 +0000)
and this is now the default, its framerate cost is very low and it makes
realtime world lighting look nicer, tweaked all relevant cvars for this
detect whether any lights warrant bouncegrid each frame - this means
that the cvar could be defaulted on and still do nothing when realtime
world lighting is turned off

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10971 d7cf8633-e32d-0410-b094-e92efae38249

r_shadow.c

index c3286a20dec74dcdab3e3e0e4f5e0efa23320fc8..61c34461394a875d824a40049209cd4c27c7118f 100644 (file)
@@ -325,14 +325,17 @@ cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid
 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", "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_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
+cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};
 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_photons = {CVAR_SAVE, "r_shadow_bouncegrid_photons", "2000", "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"};
+cvar_t r_shadow_bouncegrid_static = {CVAR_SAVE, "r_shadow_bouncegrid_static", "1", "use static radiosity solution (high quality) rather than dynamic (splotchy)"};
+cvar_t r_shadow_bouncegrid_static_photons = {CVAR_SAVE, "r_shadow_bouncegrid_static_photons", "25000", "photons value to use when in static mode"};
+cvar_t r_shadow_bouncegrid_static_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_static_directionalshading", "1", "whether to use directionalshading when in static mode"};
 cvar_t r_shadow_bouncegrid_stablerandom = {CVAR_SAVE, "r_shadow_bouncegrid_stablerandom", "1", "make particle distribution consistent from frame to frame"};
 cvar_t r_shadow_bouncegrid_updateinterval = {CVAR_SAVE, "r_shadow_bouncegrid_updateinterval", "0", "update bouncegrid texture once per this many seconds, useful values are 0, 0.05, or 1000000"};
 cvar_t r_shadow_bouncegrid_x = {CVAR_SAVE, "r_shadow_bouncegrid_x", "64", "maximum texture size of bouncegrid on X axis"};
@@ -351,6 +354,24 @@ cvar_t r_editlights_cursorpushoff = {0, "r_editlights_cursorpushoff", "4", "how
 cvar_t r_editlights_cursorgrid = {0, "r_editlights_cursorgrid", "4", "snaps cursor to this grid size"};
 cvar_t r_editlights_quakelightsizescale = {CVAR_SAVE, "r_editlights_quakelightsizescale", "1", "changes size of light entities loaded from a map"};
 
+typedef struct r_shadow_bouncegrid_settings_s
+{
+       qboolean staticmode;
+       qboolean bounceanglediffuse;
+       qboolean directionalshading;
+       float dlightparticlemultiplier;
+       qboolean hitmodels;
+       float lightradiusscale;
+       int maxbounce;
+       float particlebounceintensity;
+       float particleintensity;
+       int photons;
+       float spacing[3];
+       int stablerandom;
+}
+r_shadow_bouncegrid_settings_t;
+
+r_shadow_bouncegrid_settings_t r_shadow_bouncegridsettings;
 rtexture_t *r_shadow_bouncegridtexture;
 matrix4x4_t r_shadow_bouncegridmatrix;
 vec_t r_shadow_bouncegridintensity;
@@ -730,6 +751,9 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingx);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingy);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_spacingz);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_photons);
+       Cvar_RegisterVariable(&r_shadow_bouncegrid_static_directionalshading);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_stablerandom);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_updateinterval);
        Cvar_RegisterVariable(&r_shadow_bouncegrid_x);
@@ -2334,10 +2358,54 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        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)
+       r_shadow_bouncegrid_settings_t settings;
+       qboolean enable = r_shadow_bouncegrid.integer != 0 && vid.support.ext_texture_3d && r_refdef.scene.worldmodel;
+
+       r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
+
+       // see if there are really any lights to render...
+       if (enable)
+       {
+               enable = false;
+               range = Mem_ExpandableArray_IndexRange(&r_shadow_worldlightsarray); // checked
+               range1 = r_shadow_bouncegrid_static.integer ? 0 : r_refdef.scene.numlights;
+               range2 = range + range1;
+               for (lightindex = 0;lightindex < range2;lightindex++)
+               {
+                       if (r_shadow_bouncegrid_static.integer)
+                       {
+                               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;
+                       enable = true;
+                       break;
+               }
+       }
+
+       if (!enable)
        {
                if (r_shadow_bouncegridtexture)
                {
@@ -2354,41 +2422,110 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                r_shadow_bouncegriddirectional = false;
                return;
        }
-       if (r_refdef.scene.worldmodel && isstatic)
-       {
-               VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
-               VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
-               VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
-               VectorSubtract(maxs, mins, size);
-               resolution[0] = (int)floor(size[0] / spacing[0] + 0.5f);
-               resolution[1] = (int)floor(size[1] / spacing[1] + 0.5f);
-               resolution[2] = (int)floor(size[2] / spacing[2] + 0.5f);
-               resolution[0] = min(resolution[0], bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d));
-               resolution[1] = min(resolution[1], bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d));
-               resolution[2] = min(resolution[2], bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
-               spacing[0] = size[0] / resolution[0];
-               spacing[1] = size[1] / resolution[1];
-               spacing[2] = size[2] / resolution[2];
-               ispacing[0] = 1.0f / spacing[0];
-               ispacing[1] = 1.0f / spacing[1];
-               ispacing[2] = 1.0f / spacing[2];
+
+       // build up a complete collection of the desired settings, so that memcmp can be used to compare parameters
+       settings.staticmode                    = r_shadow_bouncegrid_static.integer != 0;
+       settings.bounceanglediffuse            = r_shadow_bouncegrid_bounceanglediffuse.integer != 0;
+       settings.directionalshading            = r_shadow_bouncegrid_static.integer != 0 ? r_shadow_bouncegrid_static_directionalshading.integer != 0 : r_shadow_bouncegrid_directionalshading.integer != 0;
+       settings.dlightparticlemultiplier      = r_shadow_bouncegrid_dlightparticlemultiplier.value;
+       settings.hitmodels                     = r_shadow_bouncegrid_hitmodels.integer != 0;
+       settings.lightradiusscale              = r_shadow_bouncegrid_lightradiusscale.value;
+       settings.maxbounce                     = r_shadow_bouncegrid_maxbounce.integer;
+       settings.particlebounceintensity       = r_shadow_bouncegrid_particlebounceintensity.value;
+       settings.particleintensity             = r_shadow_bouncegrid_particleintensity.value;
+       settings.photons                       = r_shadow_bouncegrid_static.integer ? r_shadow_bouncegrid_static_photons.integer : r_shadow_bouncegrid_photons.integer;
+       settings.spacing[0]                    = r_shadow_bouncegrid_spacingx.value;
+       settings.spacing[1]                    = r_shadow_bouncegrid_spacingy.value;
+       settings.spacing[2]                    = r_shadow_bouncegrid_spacingz.value;
+       settings.stablerandom                  = r_shadow_bouncegrid_stablerandom.integer;
+
+       // bound the values for sanity
+       settings.photons = bound(1, settings.photons, 1048576);
+       settings.lightradiusscale = bound(0.0001f, settings.lightradiusscale, 1024.0f);
+       settings.maxbounce = bound(1, settings.maxbounce, 16);
+       settings.spacing[0] = bound(1, settings.spacing[0], 512);
+       settings.spacing[1] = bound(1, settings.spacing[1], 512);
+       settings.spacing[2] = bound(1, settings.spacing[2], 512);
+
+       // get the spacing values
+       spacing[0] = settings.spacing[0];
+       spacing[1] = settings.spacing[1];
+       spacing[2] = settings.spacing[2];
+       ispacing[0] = 1.0f / spacing[0];
+       ispacing[1] = 1.0f / spacing[1];
+       ispacing[2] = 1.0f / spacing[2];
+
+       // calculate texture size enclosing entire world bounds at the spacing
+       VectorMA(r_refdef.scene.worldmodel->normalmins, -2.0f, spacing, mins);
+       VectorMA(r_refdef.scene.worldmodel->normalmaxs, 2.0f, spacing, maxs);
+       VectorSubtract(maxs, mins, size);
+       // now we can calculate the resolution we want
+       c[0] = (int)floor(size[0] / spacing[0] + 0.5f);
+       c[1] = (int)floor(size[1] / spacing[1] + 0.5f);
+       c[2] = (int)floor(size[2] / spacing[2] + 0.5f);
+       // figure out the exact texture size (honoring power of 2 if required)
+       c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+       c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+       c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+       if (vid.support.arb_texture_non_power_of_two)
+       {
+               resolution[0] = c[0];
+               resolution[1] = c[1];
+               resolution[2] = c[2];
        }
        else
        {
-               VectorSet(resolution, bound(4, r_shadow_bouncegrid_x.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_y.integer, (int)vid.maxtexturesize_3d), bound(4, r_shadow_bouncegrid_z.integer, (int)vid.maxtexturesize_3d));
-               VectorSet(spacing, bound(1, r_shadow_bouncegrid_spacingx.value, 512), bound(1, r_shadow_bouncegrid_spacingy.value, 512), bound(1, r_shadow_bouncegrid_spacingz.value, 512));
-               VectorMultiply(resolution, spacing, size);
-               ispacing[0] = 1.0f / spacing[0];
-               ispacing[1] = 1.0f / spacing[1];
-               ispacing[2] = 1.0f / spacing[2];
+               for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+               for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+               for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+       }
+       size[0] = spacing[0] * resolution[0];
+       size[1] = spacing[1] * resolution[1];
+       size[2] = spacing[2] * resolution[2];
+
+       // if dynamic we may or may not want to use the world bounds
+       // if the dynamic size is smaller than the world bounds, use it instead
+       if (!settings.staticmode && (r_shadow_bouncegrid_x.integer < resolution[0] || r_shadow_bouncegrid_y.integer < resolution[1] || r_shadow_bouncegrid_z.integer < resolution[2]))
+       {
+               // we know the resolution we want
+               c[0] = r_shadow_bouncegrid_x.integer;
+               c[1] = r_shadow_bouncegrid_y.integer;
+               c[2] = r_shadow_bouncegrid_z.integer;
+               // now we can calculate the texture size (power of 2 if required)
+               c[0] = bound(4, c[0], (int)vid.maxtexturesize_3d);
+               c[1] = bound(4, c[1], (int)vid.maxtexturesize_3d);
+               c[2] = bound(4, c[2], (int)vid.maxtexturesize_3d);
+               if (vid.support.arb_texture_non_power_of_two)
+               {
+                       resolution[0] = c[0];
+                       resolution[1] = c[1];
+                       resolution[2] = c[2];
+               }
+               else
+               {
+                       for (resolution[0] = 4;resolution[0] < c[0];resolution[0]*=2) ;
+                       for (resolution[1] = 4;resolution[1] < c[1];resolution[1]*=2) ;
+                       for (resolution[2] = 4;resolution[2] < c[2];resolution[2]*=2) ;
+               }
+               size[0] = spacing[0] * resolution[0];
+               size[1] = spacing[1] * resolution[1];
+               size[2] = spacing[2] * resolution[2];
+               // center the rendering on the view
                mins[0] = floor(r_refdef.view.origin[0] * ispacing[0] + 0.5f) * spacing[0] - 0.5f * size[0];
                mins[1] = floor(r_refdef.view.origin[1] * ispacing[1] + 0.5f) * spacing[1] - 0.5f * size[1];
                mins[2] = floor(r_refdef.view.origin[2] * ispacing[2] + 0.5f) * spacing[2] - 0.5f * size[2];
-               VectorAdd(mins, size, maxs);
        }
-       r_shadow_bouncegridintensity = r_shadow_bouncegrid_intensity.value;
-       if (r_shadow_bouncegridtexture && realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value && resolution[0] == r_shadow_bouncegridresolution[0] && resolution[1] == r_shadow_bouncegridresolution[1] && resolution[2] == r_shadow_bouncegridresolution[2])
+
+       // recalculate the maxs in case the resolution was not satisfactory
+       VectorAdd(mins, size, maxs);
+
+       // if all the settings seem identical to the previous update, return
+       if (r_shadow_bouncegridtexture && (settings.staticmode || realtime < r_shadow_bouncegridtime + r_shadow_bouncegrid_updateinterval.value) && !memcmp(&r_shadow_bouncegridsettings, &settings, sizeof(settings)))
                return;
+
+       // store the new settings
+       r_shadow_bouncegridsettings = settings;
+
        // we're going to update the bouncegrid, update the matrix...
        memset(m, 0, sizeof(m));
        m[0] = 1.0f / size[0];
@@ -2398,16 +2535,16 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        m[10] = 1.0f / size[2];
        m[11] = -mins[2] * m[10];
        m[15] = 1.0f;
-       if (directionalshading)
+       if (settings.directionalshading)
        {
                m[10] *= 0.25f;
                m[11] *= 0.25f;
        }
        Matrix4x4_FromArrayFloatD3D(&r_shadow_bouncegridmatrix, m);
        numpixels = resolution[0]*resolution[1]*resolution[2];
-       if (directionalshading)
+       if (settings.directionalshading)
                numpixels *= 4;
-       r_shadow_bouncegriddirectional = directionalshading;
+       r_shadow_bouncegriddirectional = settings.directionalshading;
        // reallocate pixels for this update if needed...
        if (r_shadow_bouncegridnumpixels != numpixels || !r_shadow_bouncegridpixels || !r_shadow_bouncegridhighpixels)
        {
@@ -2422,27 +2559,27 @@ static void R_Shadow_UpdateBounceGridTexture(void)
        r_shadow_bouncegridnumpixels = numpixels;
        pixels = r_shadow_bouncegridpixels;
        highpixels = r_shadow_bouncegridhighpixels;
-       if (directionalshading)
+       if (settings.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)
+       if (settings.hitmodels)
                hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK;
        else
                hitsupercontentsmask = SUPERCONTENTS_SOLID | SUPERCONTENTS_LIQUIDSMASK;
-       maxbounce = bound(1, r_shadow_bouncegrid_maxbounce.integer, 16);
+       maxbounce = settings.maxbounce;
        // 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;
+       range1 = settings.staticmode ? 0 : r_refdef.scene.numlights;
        range2 = range + range1;
        photoncount = 0;
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
-               if (isstatic)
+               if (settings.staticmode)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                        if (!light || !(light->flags & flag))
@@ -2474,18 +2611,18 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                // 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);
+               radius = rtlight->radius * settings.lightradiusscale;
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
-                       lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+                       lightintensity *= settings.dlightparticlemultiplier;
                photoncount += max(0.0f, lightintensity * s * s);
        }
-       photonscaling = bound(1, r_shadow_bouncegrid_photons.value, 1048576) / max(1, photoncount);
+       photonscaling = (float)settings.photons / max(1, photoncount);
        photonresidual = 0.0f;
        for (lightindex = 0;lightindex < range2;lightindex++)
        {
-               if (isstatic)
+               if (settings.staticmode)
                {
                        light = (dlight_t *) Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex);
                        if (!light || !(light->flags & flag))
@@ -2517,17 +2654,17 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                // 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);
+               radius = rtlight->radius * settings.lightradiusscale;
                s = rtlight->radius;
                lightintensity = VectorLength(rtlight->color) * (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale);
                if (lightindex >= range)
-                       lightintensity *= r_shadow_bouncegrid_dlightparticlemultiplier.value;
+                       lightintensity *= settings.dlightparticlemultiplier;
                photonresidual += lightintensity * s * s * photonscaling;
                shootparticles = (int)bound(0, photonresidual, MAXBOUNCEGRIDPARTICLESPERLIGHT);
                if (!shootparticles)
                        continue;
                photonresidual -= shootparticles;
-               s = r_shadow_bouncegrid_particleintensity.value / shootparticles;
+               s = settings.particleintensity / shootparticles;
                VectorScale(lightcolor, s, baseshotcolor);
                if (VectorLength2(baseshotcolor) == 0.0f)
                        break;
@@ -2535,11 +2672,11 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                r_refdef.stats.bouncegrid_particles += shootparticles;
                for (shotparticles = 0;shotparticles < shootparticles;shotparticles++)
                {
-                       if (r_shadow_bouncegrid_stablerandom.integer > 0)
+                       if (settings.stablerandom > 0)
                                seed = lightindex * 11937 + shotparticles;
                        VectorCopy(baseshotcolor, shotcolor);
                        VectorCopy(rtlight->shadoworigin, clipstart);
-                       if (r_shadow_bouncegrid_stablerandom.integer < 0)
+                       if (settings.stablerandom < 0)
                                VectorRandom(clipend);
                        else
                                VectorCheeseRandom(clipend);
@@ -2549,8 +2686,10 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                r_refdef.stats.bouncegrid_traces++;
                                //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 (settings.staticmode)
+                                       Collision_ClipLineToWorld(&cliptrace, cl.worldmodel, clipstart, clipend, hitsupercontentsmask, true);
+                               else
+                                       cliptrace = CL_TraceLine(clipstart, clipend, settings.hitmodels ? MOVE_HITMODEL : MOVE_NOMONSTERS, NULL, hitsupercontentsmask, true, false, NULL, true, true);
                                if (cliptrace.fraction >= 1.0f)
                                        break;
                                r_refdef.stats.bouncegrid_hits++;
@@ -2568,7 +2707,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                        {
                                                // it is within bounds...  do the real work now
                                                // calculate first order spherical harmonics values (average, slopeX, slopeY, slopeZ)
-                                               if (directionalshading)
+                                               if (settings.directionalshading)
                                                {
                                                        VectorSubtract(clipstart, cliptrace.endpos, clipdiff);
                                                        VectorNormalize(clipdiff);
@@ -2627,7 +2766,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                                        highpixel[3] += (splatcolor[ 3]*w);
                                                        // flag the low precision pixel as needing to be updated
                                                        pixel[3] = 255;
-                                                       if (directionalshading)
+                                                       if (settings.directionalshading)
                                                        {
                                                                // advance to second set of coefficients
                                                                pixel += numpixels;
@@ -2671,7 +2810,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                        VectorCopy(cliptrace.hittexture->currentskinframe->avgcolor, surfcolor);
                                else
                                        VectorSet(surfcolor, 0.5f, 0.5f, 0.5f);
-                               VectorScale(surfcolor, r_shadow_bouncegrid_particlebounceintensity.value, surfcolor);
+                               VectorScale(surfcolor, settings.particlebounceintensity, surfcolor);
                                surfcolor[0] = min(surfcolor[0], 1.0f);
                                surfcolor[1] = min(surfcolor[1], 1.0f);
                                surfcolor[2] = min(surfcolor[2], 1.0f);
@@ -2679,11 +2818,11 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                if (VectorLength2(baseshotcolor) == 0.0f)
                                        break;
                                r_refdef.stats.bouncegrid_bounces++;
-                               if (r_shadow_bouncegrid_bounceanglediffuse.integer)
+                               if (settings.bounceanglediffuse)
                                {
                                        // random direction, primarily along plane normal
                                        s = VectorDistance(cliptrace.endpos, clipend);
-                                       if (r_shadow_bouncegrid_stablerandom.integer < 0)
+                                       if (settings.stablerandom < 0)
                                                VectorRandom(clipend);
                                        else
                                                VectorCheeseRandom(clipend);
@@ -2718,7 +2857,7 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                        if (pixel[3] == 255)
                                        {
                                                // normalize the bentnormal...
-                                               if (directionalshading)
+                                               if (settings.directionalshading)
                                                {
                                                        if (d == 3)
                                                                VectorNormalize(highpixel);
@@ -2742,17 +2881,17 @@ static void R_Shadow_UpdateBounceGridTexture(void)
                                }
                        }
                }
-               if (!directionalshading)
+               if (!settings.directionalshading)
                        break;
        }
        if (r_shadow_bouncegridtexture && r_shadow_bouncegridresolution[0] == resolution[0] && r_shadow_bouncegridresolution[1] == resolution[1] && r_shadow_bouncegridresolution[2] == resolution[2])
-               R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(directionalshading ? 4 : 1));
+               R_UpdateTexture(r_shadow_bouncegridtexture, pixels, 0, 0, 0, resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1));
        else
        {
                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_bouncegridtexture = R_LoadTexture3D(r_shadow_texturepool, "bouncegrid", resolution[0], resolution[1], resolution[2]*(settings.directionalshading ? 4 : 1), pixels, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_ALPHA | TEXF_FORCELINEAR, 0, NULL);
        }
        r_shadow_bouncegridtime = realtime;
 }