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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;
}
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 };
// 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, 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);
}
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)),
lights,
light_count
)) {
write_imagef(image, pixel, voxel_color);
//write_imagef(image, pixel, voxel_color);
return;
}
write_imagef(
image,
pixel,
view_light(
voxel_color,
(convert_float3(voxel) + offset) - (float3)(lights[4], lights[5], lights[6]),
(convert_float3(voxel) + offset) - (*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));
//write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
return;
}