|
|
|
|
|
|
|
|
|
|
|
float4 white_light(float4 input, float3 light, int3 mask) {
|
|
|
|
|
|
|
|
input.w = input.w + acos(
|
|
|
|
dot(
|
|
|
|
normalize(light),
|
|
|
|
normalize(convert_float3(mask * (-mask)))
|
|
|
|
)
|
|
|
|
) / 2;
|
|
|
|
|
|
|
|
return input;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
bool cast_light_intersection_ray(
|
|
|
|
global char* map,
|
|
|
|
global int3* map_dim,
|
|
|
|
float3 ray_dir,
|
|
|
|
float3 ray_pos,
|
|
|
|
global float* lights,
|
|
|
|
global int* light_count
|
|
|
|
|
|
|
|
){
|
|
|
|
|
|
|
|
// Setup the voxel step based on what direction the ray is pointing
|
|
|
|
int3 voxel_step = { 1, 1, 1 };
|
|
|
|
voxel_step *= (ray_dir > 0) - (ray_dir < 0);
|
|
|
|
|
|
|
|
// Setup the voxel coords from the camera origin
|
|
|
|
int3 voxel = convert_int3(ray_pos);
|
|
|
|
|
|
|
|
// Delta T is the units a ray must travel along an axis in order to
|
|
|
|
// traverse an integer split
|
|
|
|
float3 delta_t = fabs(1.0f / ray_dir);
|
|
|
|
|
|
|
|
// offset is how far we are into a voxel, enables sub voxel movement
|
|
|
|
float3 offset = ((ray_pos) - floor(ray_pos)) * convert_float3(voxel_step);
|
|
|
|
|
|
|
|
// Intersection T is the collection of the next intersection points
|
|
|
|
// for all 3 axis XYZ.
|
|
|
|
float3 intersection_t = delta_t *offset;
|
|
|
|
|
|
|
|
// for negative values, wrap around the delta_t, rather not do this
|
|
|
|
// component wise, but it doesn't appear to want to work
|
|
|
|
if (intersection_t.x < 0) {
|
|
|
|
intersection_t.x += delta_t.x;
|
|
|
|
}
|
|
|
|
if (intersection_t.y < 0) {
|
|
|
|
intersection_t.y += delta_t.y;
|
|
|
|
}
|
|
|
|
if (intersection_t.z < 0) {
|
|
|
|
intersection_t.z += delta_t.z;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Hard cut-off for how far the ray can travel
|
|
|
|
int max_dist = 800;
|
|
|
|
int dist = 0;
|
|
|
|
|
|
|
|
int3 face_mask = { 0, 0, 0 };
|
|
|
|
|
|
|
|
// Andrew Woo's raycasting algo
|
|
|
|
do {
|
|
|
|
|
|
|
|
// If we hit a voxel
|
|
|
|
int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z));
|
|
|
|
int voxel_data = map[index];
|
|
|
|
|
|
|
|
if (voxel_data != 0) {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fancy no branch version of the logic step
|
|
|
|
face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
|
|
|
|
intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
|
|
|
|
voxel.xyz += voxel_step.xyz * face_mask.xyz;
|
|
|
|
|
|
|
|
// If the ray went out of bounds
|
|
|
|
int3 overshoot = voxel < *map_dim;
|
|
|
|
int3 undershoot = voxel >= 0;
|
|
|
|
|
|
|
|
if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (undershoot.z == 0) {
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
dist++;
|
|
|
|
|
|
|
|
} while (dist < 700);
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// 0 1 2 3 4 5 6 7 8 9
|
|
|
|
// {r, g, b, i, x, y, z, x', y', z'}
|
|
|
|
|
|
|
|
float4 view_light(float4 in_color, float3 light, float3 view, int3 mask) {
|
|
|
|
|
|
|
|
float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f);
|
|
|
|
in_color += diffuse * 0.5;
|
|
|
|
|
|
|
|
if (dot(light, normalize(convert_float3(mask))) > 0.0)
|
|
|
|
{
|
|
|
|
float3 halfwayVector = normalize(normalize(light) + normalize(view));
|
|
|
|
float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
|
|
|
|
in_color += pow(specTmp, 1.0f) * 0.01;
|
|
|
|
}
|
|
|
|
|
|
|
|
//float3 halfwayDir = normalize(normalize(view) + normalize(light));
|
|
|
|
//float spec = pow(max(dot(normalize(convert_float3(mask)), halfwayDir), 0.0f), 32.0f);
|
|
|
|
in_color += 0.02;
|
|
|
|
return in_color;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 0 1 2 3 4 5 6 7 8 9
|
|
|
|
// {r, g, b, i, x, y, z, x', y', z'}
|
|
|
|
|
|
|
|
float4 cast_light_rays(
|
|
|
|
float3 eye_direction,
|
|
|
|
float3 ray_origin,
|
|
|
|
float4 voxel_color,
|
|
|
|
float3 voxel_normal,
|
|
|
|
global float* lights,
|
|
|
|
global int* light_count) {
|
|
|
|
|
|
|
|
// set the ray origin to be where the initial ray intersected the voxel
|
|
|
|
// which side z, and the x and y position
|
|
|
|
|
|
|
|
float ambient_constant = 0.5;
|
|
|
|
float intensity = 0;
|
|
|
|
|
|
|
|
for (int i = 0; i < *light_count; i++) {
|
|
|
|
|
|
|
|
float distance = sqrt(
|
|
|
|
pow(lights[10 * i + 4] - ray_origin.x, 2) +
|
|
|
|
pow(lights[10 * i + 5] - ray_origin.y, 2) +
|
|
|
|
pow(lights[10 * i + 6] - ray_origin.z, 2));
|
|
|
|
|
|
|
|
if (distance > 50)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
float3 light_direction = (lights[10 * i + 7], lights[10 * i + 8], lights[10 * i + 9]);
|
|
|
|
float c = 10.0;
|
|
|
|
|
|
|
|
//if (dot(light_direction, voxel_normal) > 0.0) {
|
|
|
|
float3 halfwayVector = normalize(light_direction + eye_direction);
|
|
|
|
float dot_prod = dot(voxel_normal, halfwayVector);
|
|
|
|
float specTmp = max((float)dot_prod, 0.0f);
|
|
|
|
intensity += pow(specTmp, c);
|
|
|
|
//}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (get_global_id(0) == 1037760) {
|
|
|
|
//printf("%f", intensity);
|
|
|
|
voxel_color = (float4)(1.0, 1.0, 1.0, 1.0);
|
|
|
|
return voxel_color;
|
|
|
|
}
|
|
|
|
|
|
|
|
voxel_color.w *= intensity;
|
|
|
|
voxel_color.w += ambient_constant;
|
|
|
|
|
|
|
|
return voxel_color;
|
|
|
|
|
|
|
|
// for every light
|
|
|
|
//
|
|
|
|
// check if the light is within falloff distance
|
|
|
|
// every unit, light halfs
|
|
|
|
//
|
|
|
|
// if it is, cast a ray to that light and check for collisions.
|
|
|
|
// if ray exits voxel volume, assume unobstructed
|
|
|
|
//
|
|
|
|
// if ray intersects a voxel, dont influence the voxel color
|
|
|
|
//
|
|
|
|
// if it does
|
|
|
|
}
|
|
|
|
|
|
|
|
int rand(int* seed) // 1 <= *seed < m
|
|
|
|
{
|
|
|
|
int const a = 16807; //ie 7**5
|
|
|
|
int const m = 2147483647; //ie 2**31-1
|
|
|
|
|
|
|
|
*seed = ((*seed) * a) % m;
|
|
|
|
return(*seed);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
__kernel void raycaster(
|
|
|
|
global char* map,
|
|
|
|
global int3* map_dim,
|
|
|
|
global int2* resolution,
|
|
|
|
global float3* projection_matrix,
|
|
|
|
global float2* cam_dir,
|
|
|
|
global float3* cam_pos,
|
|
|
|
global float* lights,
|
|
|
|
global int* light_count,
|
|
|
|
__write_only image2d_t image,
|
|
|
|
global int* seed_memory
|
|
|
|
){
|
|
|
|
|
|
|
|
int global_id = get_global_id(0);
|
|
|
|
|
|
|
|
// Get and set the random seed from seed memory
|
|
|
|
int seed = seed_memory[global_id];
|
|
|
|
int random_number = rand(&seed);
|
|
|
|
seed_memory[global_id] = seed;
|
|
|
|
|
|
|
|
// Get the pixel on the viewport, and find the view matrix ray that matches it
|
|
|
|
int2 pixel = { global_id % (*resolution).x, global_id / (*resolution).x};
|
|
|
|
float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y];
|
|
|
|
|
|
|
|
//if (pixel.x == 960 && pixel.y == 540) {
|
|
|
|
// write_imagef(image, pixel, (float4)(0.00, 1.00, 0.00, 1.00));
|
|
|
|
// return;
|
|
|
|
//}
|
|
|
|
|
|
|
|
// Pitch
|
|
|
|
ray_dir = (float3)(
|
|
|
|
ray_dir.z * sin((*cam_dir).x) + ray_dir.x * cos((*cam_dir).x),
|
|
|
|
ray_dir.y,
|
|
|
|
ray_dir.z * cos((*cam_dir).x) - ray_dir.x * sin((*cam_dir).x)
|
|
|
|
);
|
|
|
|
|
|
|
|
// Yaw
|
|
|
|
ray_dir = (float3)(
|
|
|
|
ray_dir.x * cos((*cam_dir).y) - ray_dir.y * sin((*cam_dir).y),
|
|
|
|
ray_dir.x * sin((*cam_dir).y) + ray_dir.y * cos((*cam_dir).y),
|
|
|
|
ray_dir.z
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// Setup the voxel step based on what direction the ray is pointing
|
|
|
|
int3 voxel_step = {1, 1, 1};
|
|
|
|
voxel_step *= (ray_dir > 0) - (ray_dir < 0);
|
|
|
|
|
|
|
|
// Setup the voxel coords from the camera origin
|
|
|
|
int3 voxel = convert_int3(*cam_pos);
|
|
|
|
|
|
|
|
// Delta T is the units a ray must travel along an axis in order to
|
|
|
|
// traverse an integer split
|
|
|
|
float3 delta_t = fabs(1.0f / ray_dir);
|
|
|
|
|
|
|
|
// offset is how far we are into a voxel, enables sub voxel movement
|
|
|
|
float3 offset = ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step);
|
|
|
|
|
|
|
|
|
|
|
|
// Intersection T is the collection of the next intersection points
|
|
|
|
// for all 3 axis XYZ.
|
|
|
|
float3 intersection_t = delta_t * offset;
|
|
|
|
|
|
|
|
// for negative values, wrap around the delta_t, rather not do this
|
|
|
|
// component wise, but it doesn't appear to want to work
|
|
|
|
if (intersection_t.x < 0) {
|
|
|
|
intersection_t.x += delta_t.x;
|
|
|
|
}
|
|
|
|
if (intersection_t.y < 0) {
|
|
|
|
intersection_t.y += delta_t.y;
|
|
|
|
}
|
|
|
|
if (intersection_t.z < 0) {
|
|
|
|
intersection_t.z += delta_t.z;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Hard cut-off for how far the ray can travel
|
|
|
|
int max_dist = 800;
|
|
|
|
int dist = 0;
|
|
|
|
|
|
|
|
|
|
|
|
int3 face_mask = { 0, 0, 0 };
|
|
|
|
float4 fog_color = { 0.73, 0.81, 0.89, 0.8 };
|
|
|
|
float4 voxel_color = (float4)(0.50, 0.0, 0.50, 0.1);
|
|
|
|
float4 overshoot_color = { 0.25, 0.48, 0.52, 0.8 };
|
|
|
|
float4 overshoot_color_2 = { 0.25, 0.1, 0.52, 0.8 };
|
|
|
|
|
|
|
|
|
|
|
|
// Andrew Woo's raycasting algo
|
|
|
|
do {
|
|
|
|
|
|
|
|
// Fancy no branch version of the logic step
|
|
|
|
face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
|
|
|
|
intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
|
|
|
|
voxel.xyz += voxel_step.xyz * face_mask.xyz;
|
|
|
|
|
|
|
|
// If the ray went out of bounds
|
|
|
|
int3 overshoot = voxel < *map_dim;
|
|
|
|
int3 undershoot = voxel >= 0;
|
|
|
|
|
|
|
|
if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0){
|
|
|
|
write_imagef(image, pixel, white_light(mix(fog_color, overshoot_color, 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (undershoot.z == 0) {
|
|
|
|
write_imagef(image, pixel, white_light(mix(fog_color, overshoot_color_2, 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we hit a voxel
|
|
|
|
int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z));
|
|
|
|
int voxel_data = map[index];
|
|
|
|
|
|
|
|
if (voxel_data != 0) {
|
|
|
|
|
|
|
|
// write_imagef(image, pixel, (float4)(0.90, 0.00, 0.40, 0.9));
|
|
|
|
|
|
|
|
if (voxel_data == 6) {
|
|
|
|
voxel_color = (float4)(0.0, 0.239, 0.419, 0.3);
|
|
|
|
}
|
|
|
|
else if (voxel_data == 5) {
|
|
|
|
voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
|
|
|
|
}
|
|
|
|
else if (voxel_data == 1) {
|
|
|
|
voxel_color = (float4)(0.929, 0.957, 0.027, 0.7);
|
|
|
|
}
|
|
|
|
|
|
|
|
// set to which face
|
|
|
|
float3 face_position = convert_float3(face_mask * voxel_step);
|
|
|
|
|
|
|
|
// set the xy for that face
|
|
|
|
face_position += convert_float3(face_mask == (int3)(0,0,0)) * ((intersection_t) / delta_t);
|
|
|
|
//face_position += convert_float3(face_mask == (int3)(0,0,0)) * (rand(&seed) % 10) / 50.0;
|
|
|
|
|
|
|
|
if (cast_light_intersection_ray(
|
|
|
|
map,
|
|
|
|
map_dim,
|
|
|
|
(float3)(lights[4], lights[5], lights[6]) - (convert_float3(voxel)),
|
|
|
|
(convert_float3(voxel) - convert_float3(face_mask * voxel_step)),//face_position),//
|
|
|
|
lights,
|
|
|
|
light_count
|
|
|
|
)) {
|
|
|
|
|
|
|
|
write_imagef(image, pixel, voxel_color);
|
|
|
|
//write_imagef(image, pixel, voxel_color);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// 0 1 2 3 4 5 6 7 8 9
|
|
|
|
// {r, g, b, i, x, y, z, x', y', z'}
|
|
|
|
|
|
|
|
write_imagef(
|
|
|
|
image,
|
|
|
|
pixel,
|
|
|
|
view_light(
|
|
|
|
voxel_color,
|
|
|
|
(convert_float3(voxel) ) - (float3)(lights[4], lights[5], lights[6]),
|
|
|
|
(convert_float3(voxel) ) - (*cam_pos),
|
|
|
|
face_mask * voxel_step
|
|
|
|
)
|
|
|
|
);
|
|
|
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
dist++;
|
|
|
|
|
|
|
|
} while (dist / 700.0f < 1);
|
|
|
|
//dist < max_dist
|
|
|
|
write_imagef(image, pixel, white_light(mix(fog_color, (float4)(0.40, 0.00, 0.40, 0.2), 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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//write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
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return;
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}
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