Textures were suprisingly trivial with the plane intersection code hashed out

master
MitchellHansen 8 years ago
parent ccdcb382fd
commit 1627fe4572

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@ -49,12 +49,16 @@ public:
// Otherwise, it will create the pixel buffer and pass that in as an image, retrieving it each draw
// Both will create the view matrix, view res buffer
void create_viewport(int width, int height, float v_fov, float h_fov) override;
void assign_lights(std::vector<Light> *lights) override;
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;
void validate() override;
// TODO: Hoist this to the base class
void create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
// draw will abstract the gl sharing and software rendering
// methods of retrieving the screen buffer
void compute() override;
@ -74,7 +78,7 @@ private:
int check_cl_khr_gl_sharing();
int create_image_buffer(std::string buffer_name, cl_uint size, void* data);
int create_image_buffer(std::string buffer_name, cl_uint size, sf::Texture* texture);
int create_buffer(std::string buffer_name, cl_uint size, void* data);
int create_buffer(std::string buffer_name, cl_uint size, void* data, cl_mem_flags flags);
int store_buffer(cl_mem, std::string buffer_name);

@ -23,13 +23,13 @@ float4 white_light(float4 input, float3 light, int3 mask) {
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;
in_color += diffuse * 0.2;
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) * 0.1;
in_color += pow(specTmp, 1.0f) * 0.5;
}
//in_color += 0.02;
@ -134,7 +134,10 @@ __kernel void raycaster(
global float* lights,
global int* light_count,
__write_only image2d_t image,
global int* seed_memory
global int* seed_memory,
__read_only image2d_t texture_atlas,
global int2 *atlas_dim,
global int2 *tile_dim
){
int global_id = get_global_id(0);
@ -230,27 +233,23 @@ __kernel void raycaster(
if (voxel_data != 0) {
// Determine where on the 2d plane the ray intersected
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 = (float)(0);
float2 texture_position = (float)(0);
// First determine the percent of the way the ray is towards the next intersection_t
// in relation to the xyz position on the plane
if (face_mask.x == -1) {
float z_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.z;
float y_percent = (intersection_t.y - (intersection_t.x - delta_t.x)) / delta_t.y;
// Since we intersected face x, we know that we are at the face (1.0)
// Not entirely sure what is causing the 1.0 vs 1.001 rendering bug
face_position = (float3)(1.001f, y_percent, z_percent);
texture_position = (float2)(y_percent, z_percent);
}
else if (face_mask.y == -1) {
@ -258,7 +257,7 @@ __kernel void raycaster(
float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
face_position = (float3)(x_percent, 1.001f, z_percent);
texture_position = (float2)(x_percent, z_percent);
}
else if (face_mask.z == -1) {
@ -267,28 +266,55 @@ __kernel void raycaster(
float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
face_position = (float3)(x_percent, y_percent, 1.001f);
texture_position = (float2)(x_percent, y_percent);
}
// We now need to account for the ray wanting to skip the axis in which
// it flips its sign
if (ray_dir.x > 0)
face_position.x = - face_position.x + 1;
// TODO: improve this
if (ray_dir.x < 0)
face_position.x = face_position.x + 0;
if (ray_dir.x > 0) {
face_position.x = -face_position.x + 1;
texture_position.x = -texture_position.x + 1.0;
}
//if (ray_dir.x < 0)
// face_position.x = face_position.x + 0;
if (ray_dir.y > 0)
if (ray_dir.y > 0){
face_position.y = - face_position.y + 1;
texture_position.y = -texture_position.y + 1.0;
}
if (ray_dir.y < 0)
face_position.y = face_position.y + 0;
//if (ray_dir.y < 0)
// face_position.y = face_position.y + 0;
if (ray_dir.z > 0)
if (ray_dir.z > 0) {
face_position.z = - face_position.z + 1;
texture_position.y = -texture_position.y + 1.0;
}
if (ray_dir.z < 0)
face_position.z = face_position.z + 0;
//if (ray_dir.z < 0)
// face_position.z = face_position.z + 0;
// Now either use the face position to retrieve a texture sample, or
// just a plain color for the voxel color
if (voxel_data == 6) {
voxel_color = (float4)(0.0, 0.239, 0.419, 0.3);
}
else if (voxel_data == 5) {
float2 tile_size = convert_float2(*atlas_dim / *tile_dim);
voxel_color = read_imagef(texture_atlas, convert_int2(texture_position * tile_size) + convert_int2((float2)(3, 0) * tile_size));
//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);
}
//
if (cast_light_intersection_ray(
map,

@ -87,6 +87,9 @@ void Hardware_Caster::validate()
set_kernel_arg("raycaster", 7, "light_count");
set_kernel_arg("raycaster", 8, "image");
set_kernel_arg("raycaster", 9, "seed");
set_kernel_arg("raycaster", 10, "texture_atlas");
set_kernel_arg("raycaster", 11, "atlas_dim");
set_kernel_arg("raycaster", 12, "tile_dim");
//print_kernel_arguments();
}
@ -94,6 +97,18 @@ void Hardware_Caster::validate()
}
void Hardware_Caster::create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim) {
create_image_buffer("texture_atlas", t->getSize().x * t->getSize().x * 4 * sizeof(float), t);
// create_buffer observes arg 3's
sf::Vector2u v = t->getSize();
create_buffer("atlas_dim", sizeof(sf::Vector2u) , &v);
create_buffer("tile_dim", sizeof(sf::Vector2i), &tile_dim);
}
void Hardware_Caster::compute()
{
// correlating work size with texture size? good, bad?
@ -177,7 +192,7 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
viewport_sprite.setTexture(viewport_texture);
// Pass the buffer to opencl
create_image_buffer("image", sizeof(sf::Uint8) * width * height * 4, viewport_image);
create_image_buffer("image", sizeof(sf::Uint8) * width * height * 4, &viewport_texture);
}
@ -511,7 +526,7 @@ int Hardware_Caster::set_kernel_arg(
}
int Hardware_Caster::create_image_buffer(std::string buffer_name, cl_uint size, void* data) {
int Hardware_Caster::create_image_buffer(std::string buffer_name, cl_uint size, sf::Texture* texture) {
// I can imagine overwriting buffers will be common, so I think
// this is safe to overwrite / release old buffers quietly
@ -522,7 +537,7 @@ int Hardware_Caster::create_image_buffer(std::string buffer_name, cl_uint size,
int error;
cl_mem buff = clCreateFromGLTexture(
getContext(), CL_MEM_WRITE_ONLY, GL_TEXTURE_2D,
0, viewport_texture.getNativeHandle(), &error);
0, texture->getNativeHandle(), &error);
if (assert(error, "clCreateFromGLTexture"))
return OPENCL_ERROR;

@ -124,10 +124,17 @@ int main() {
// *links* the lights to the GPU
raycaster->assign_lights(&light_vec);
// Checks to see if proper data was uploaded, then sets the kernel args
raycaster->validate();
// Load in the spritesheet texture
sf::Texture spritesheet;
spritesheet.loadFromFile("../assets/textures/minecraft_tiles.png");
spritesheet.getNativeHandle();
raycaster->create_texture_atlas(&spritesheet, sf::Vector2i(16, 16));
// Checks to see if proper data was uploaded, then sets the kernel args
// ALL DATA LOADING MUST BE FINISHED
raycaster->validate();
// ========== DEBUG ==========
fps_counter fps;

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