Added a 1/4 working phong shading function, breaks when the light

direction in in negative values. The normals of voxels also are
symmetrical which needs to be fixed.
master
MitchellHansen 8 years ago
parent ed56511eab
commit 1c750451f3

@ -74,7 +74,9 @@ public:
list[i] = 0;
}
for (int i = 0; i < dim.x * dim.y; i++) {
height_map[i] = 0;
}
//for (int x = -dim.x / 2; x < dim.x/2; x++) {
// for (int y = -dim.y / 2; y < dim.y/2; y++) {
@ -88,55 +90,55 @@ public:
// }
//}
int xx = 0;
int yy = 0;
for (int x = -dim.x / 2; x < dim.x / 2; x++) {
for (int y = -dim.y / 2; y < dim.y / 2; y++) {
double z = 150;
//for (int x = 0; x < dim.x; x++) {
// for (int y = 0; y < dim.y; y++) {
double height = 0;
z += -x*2 * std::sin(std::sqrt(abs(x*2 - y*2 - 47))) -
(y*2 + 47) * std::sin(std::sqrt(std::abs(y*2 + 47 + x*2 / 2)));
//int xx = 0;
//int yy = 0;
//for (int x = -dim.x / 2; x < dim.x / 2; x++) {
// for (int y = -dim.y / 2; y < dim.y / 2; y++) {
//z += x * std::sin(std::sqrt(std::abs(y - x + 1))) *
// std::cos(std::sqrt(std::abs(y + x + 1))) +
// (y + 1) *
// std::cos(std::sqrt(std::abs(y - x + 1))) *
// std::sin(std::sqrt(std::abs(y + x + 1)));
// double z = 150;
////for (int x = 0; x < dim.x; x++) {
//// for (int y = 0; y < dim.y; y++) {
// double height = 0;
// Pathological
//z += 0.5 +
// (std::pow(std::sin(std::sqrt(100 * std::pow(x/20, 2) + std::pow(y/20, 2))), 2) - 0.5) /
// (1 + 0.001 * std::pow(std::pow(x/20, 2) - 2 * x/20 * y/20 + std::pow(y/20, 2), 2));
// Ackleys
//z += 20 + M_E -
// (20 / (std::pow(M_E, 0.2) * std::sqrt((std::pow(x / 16.0, 2) + std::pow(y / 16.0, 2) + 1) / 2))) -
// std::pow(M_E, 0.5 * std::cos(2 * M_PI * x / 16.0) + cos(2 * M_PI * y / 16.0));
//
//z += -20 * std::pow(M_E, -0.2 * sqrt(0.5 * std::pow(x/64.0, 2) + std::pow(y/64.0, 2))) - std::pow(M_E, 0.5 * (cos(2 * M_PI * x/64.0) + (cos(2 * M_PI * y/64.0)))) + 20 + M_E;
//list[x + dim.x * (y + dim.z * (int)height)] = 5;
// z += -x*2 * std::sin(std::sqrt(abs(x*2 - y*2 - 47))) -
// (y*2 + 47) * std::sin(std::sqrt(std::abs(y*2 + 47 + x*2 / 2)));
//
double m = 0.7;
while ((z*m) > 0){
list[xx + dim.x * (yy + dim.z * (int)(z*m))] = 5;
z -= 1/m;
}
yy++;
// //z += x * std::sin(std::sqrt(std::abs(y - x + 1))) *
// // std::cos(std::sqrt(std::abs(y + x + 1))) +
// // (y + 1) *
// // std::cos(std::sqrt(std::abs(y - x + 1))) *
// // std::sin(std::sqrt(std::abs(y + x + 1)));
//
// // Pathological
// //z += 0.5 +
// // (std::pow(std::sin(std::sqrt(100 * std::pow(x/20, 2) + std::pow(y/20, 2))), 2) - 0.5) /
// // (1 + 0.001 * std::pow(std::pow(x/20, 2) - 2 * x/20 * y/20 + std::pow(y/20, 2), 2));
// // Ackleys
// //z += 20 + M_E -
// // (20 / (std::pow(M_E, 0.2) * std::sqrt((std::pow(x / 16.0, 2) + std::pow(y / 16.0, 2) + 1) / 2))) -
// // std::pow(M_E, 0.5 * std::cos(2 * M_PI * x / 16.0) + cos(2 * M_PI * y / 16.0));
// //
// //z += -20 * std::pow(M_E, -0.2 * sqrt(0.5 * std::pow(x/64.0, 2) + std::pow(y/64.0, 2))) - std::pow(M_E, 0.5 * (cos(2 * M_PI * x/64.0) + (cos(2 * M_PI * y/64.0)))) + 20 + M_E;
//
// //list[x + dim.x * (y + dim.z * (int)height)] = 5;
}
yy = 0;
xx++;
}
// double m = 0.2;
// while ((z*m) > 0){
// list[xx + dim.x * (yy + dim.z * (int)(z*m))] = 5;
// z -= 1/m;
// }
// yy++;
// }
// yy = 0;
// xx++;
//}
//
return;
//return;

@ -13,11 +13,45 @@ float4 white_light(float4 input, float3 light, int3 mask) {
}
// 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 ray_origin, global float* lights, global int* light_count) {
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 = 1.2;
for (int i = 0; i < *light_count; i++) {
float3 light_direction = (lights[10 * i + 7], lights[10 * i + 8], lights[10 * i + 9]);
float c = 1.5;
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) == 0)
printf("%f", intensity);*/
return voxel_color * (intensity) + ambient_constant;
// 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
}
__kernel void min_kern(
@ -62,6 +96,7 @@ __kernel void min_kern(
// offset is how far we are into a voxel, enables sub voxel movement
float3 offset = ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step);
//offset.x += delta_t.x * convert_float((voxel_step.x < 0));
//offset -= delta_t * floor(offset / delta_t);
@ -81,6 +116,7 @@ __kernel void min_kern(
intersection_t.z += delta_t.z;
}
// use a ghetto ass rng to give rays a "fog" appearance
int2 randoms = { 3, 14 };
uint seed = randoms.x + id;
uint t = seed ^ (seed << 11);
@ -132,10 +168,28 @@ __kernel void min_kern(
write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
return;
case 5:
//write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
write_imagef(image, pixel, white_light((float4)(.25, .32, .14, 0.2), (float3)(lights[7], lights[8], lights[9]), mask));
//cast_light_rays(voxel, lights, light_count)
{
//write_imagef(image, pixel, (float4)(.00, .00, + 0.5, 1.00));
//write_imagef(image, pixel, white_light((float4)(.35, .00, ((1.0 - 0) / (128 - 0) * (voxel.z - 128)) + 1, 0.2), (float3)(lights[7], lights[8], lights[9]), mask));
float3 vox = convert_float3(voxel);
float3 norm = normalize(convert_float3(mask));
float4 color = (float4)(0.25, 0.00, 0.25, 1.00);
write_imagef(image, pixel,
cast_light_rays(
ray_dir,
vox,
color,
norm ,
lights,
light_count
));
return;
}
case 6:
write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
return;

@ -143,8 +143,9 @@ int main() {
c.create_buffer("cam_pos_buffer", sizeof(float) * 4, (void*)camera.get_position_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
// {r, g, b, i, x, y, z, x', y', z'}
float light[] = { 0.4, 0.8, 0.1, 1, 50, 50, 50, 1.1, 0.4, 0.7};
c.create_buffer("light_buffer", sizeof(float) * 10, light);
sf::Vector3f v = Normalize(sf::Vector3f(1.0, 1.0, 0.0));
float light[] = { 0.4, 0.8, 0.1, 1, 50, 50, 50, v.x, v.y, v.z};
c.create_buffer("light_buffer", sizeof(float) * 10, light, CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
int light_count = 1;
c.create_buffer("light_count_buffer", sizeof(int), &light_count);
@ -222,6 +223,10 @@ int main() {
debug_text cam_text_mov_y(5, 30, &mp->y, "Y: ");
debug_text cam_text_mov_z(6, 30, &mp->y, "Z: ");
//debug_text cam_text_z(3, 30, &p->z);
debug_text light_x (7, 30, &light[7], "X: ");
debug_text light_y(8, 30, &light[8], "Y: ");
debug_text light_z(9, 30, &light[9], "Z: ");
// ===============================================================================
// Mouse capture
@ -304,6 +309,22 @@ int main() {
// ==== DELTA TIME LOCKED ====
}
float l[] = {
light[9] * sin(delta_time) + light[7] * cos(delta_time),
light[8],
light[9] * cos(delta_time) - light[7] * sin(delta_time)
};
float l2[] = {
l[0] * cos(delta_time) - l[2] * sin(delta_time),
l[0] * sin(delta_time) + l[2] * cos(delta_time),
l[2]
};
light[7] = l[0];
light[8] = l[1];
light[9] = l[2];
// ==== FPS LOCKED ====
camera.update(delta_time);
@ -327,6 +348,10 @@ int main() {
cam_text_mov_y.draw(&window);
cam_text_mov_z.draw(&window);
light_x.draw(&window);
light_y.draw(&window);
light_z.draw(&window);
window.display();
}

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