Traversal is finally able to render coherent images, lots of artifacting. Probably logic error with traversal as opposed to math error in intersection_t's

master
mitchellhansen 7 years ago
parent af7e0bf00b
commit 67ec7b7785

@ -42,10 +42,10 @@ class Application {
public:
// static const int WINDOW_X = 1366;
// static const int WINDOW_Y = 768;
static const int WINDOW_X = 5;
static const int WINDOW_Y = 5;
static const int WINDOW_X = 1366;
static const int WINDOW_Y = 768;
// static const int WINDOW_X = 500;
// static const int WINDOW_Y = 500;
static const int MAP_X;
static const int MAP_Y;
static const int MAP_Z;

@ -129,6 +129,7 @@ struct TraversalState {
// The position of the (0,0)th vox in an oct
int3 oct_pos;
int3 sub_oct_pos;
// The width in voxels of the current valid masks being tested
int resolution;
@ -160,6 +161,7 @@ struct TraversalState get_oct_vox(
int dimension = setting(OCTDIM);
ts.resolution = dimension/2;
ts.oct_pos = zeroed_int3;
ts.sub_oct_pos = ts.oct_pos;
// While we are not at the required resolution
// Traverse down by setting the valid/leaf mask to the subvoxel
@ -172,20 +174,19 @@ struct TraversalState get_oct_vox(
// Break
while (dimension > 1) {
// So we can be a little bit tricky here and increment our
// array index that holds our masks as we build the idx.
// Adding 1 for X, 2 for Y, and 4 for Z
ts.idx_stack[ts.scale] = 0;
// Do the logic steps to find which sub oct we step down into
uchar3 thing = select((uchar3)(0, 0, 0),
(uchar3)(idx_set_x_mask, idx_set_y_mask, idx_set_z_mask),
convert_char3(position >= (int3)(dimension/2) + ts.oct_pos));
// So we can be a little bit tricky here and increment our
// array index that holds our masks as we build the idx.
// Adding 1 for X, 2 for Y, and 4 for Z
ts.idx_stack[ts.scale] = thing.x | thing.y | thing.z;
// Set our voxel position to the (0,0) of the correct oct
ts.oct_pos += select((int3)(0), (int3)(dimension/2), position >= (int3)(dimension/2) + ts.oct_pos);
// Set our voxel position to the (0,0) of the correct oct by rerunning the logic step
ts.oct_pos = ts.sub_oct_pos;
ts.sub_oct_pos += select((int3)(0), (int3)(dimension/2), position >= (int3)(dimension/2) + ts.oct_pos);
int mask_index = ts.idx_stack[ts.scale];
@ -318,7 +319,7 @@ __kernel void raycaster(
intersection_t += delta_t * -1 * convert_float3(isless(intersection_t, 0));
int distance_traveled = 0;
int max_distance = 10;
int max_distance = 20;
uint bounce_count = 0;
int3 face_mask = { 0, 0, 0 };
int voxel_data = 0;
@ -349,23 +350,20 @@ __kernel void raycaster(
int3 last_oct_pos = (0);
intersection_t +=
convert_float3((traversal_state.oct_pos - voxel.xyz) * traversal_state.resolution/2 + traversal_state.resolution/2);
convert_float3((traversal_state.sub_oct_pos - voxel.xyz) * traversal_state.resolution/2);
// Andrew Woo's raycasting algo
while (distance_traveled < max_distance && bounce_count < 2) {
// if (jump_power == 2){
// color_accumulator = mix((1.0f, 1.0f, 1.0f, 1.0f), (1.0f, 1.0f, 1.0f, 1.0f), 1.0f - max(distance_traveled / 700.0f, 0.0f));
// color_accumulator.w *= 4;
// break;
// }
// If we hit a voxel
// Test for out of bounds contions, add fog
if (any(voxel >= *map_dim) || any(voxel < 0)){
voxel.xyz -= voxel_step.xyz * jump_power * face_mask.xyz;
color_accumulator = fog_color;// mix(fog_color, voxel_color, 1.0f);// - max(distance_traveled / 10.0f, 0.0f));
color_accumulator = mix(fog_color, (1.0f,0.3f,0.3f,1.0f), 1.0f) - max(distance_traveled / 10.0f, 0.0f);
color_accumulator.w = 1.0f;
break;
}
if (setting(OCTENABLED) == 0 && voxel.x < (*map_dim).x && voxel.y < (*map_dim).x && voxel.z < (*map_dim).x) {
// True will result in a -1, e.g (0, 0, -1) so negate it to positive
@ -375,13 +373,13 @@ __kernel void raycaster(
prev_voxel = voxel;
// not working, wish I would have commented!!!
voxel.xyz += voxel_step.xyz * face_mask.xyz * convert_int3((traversal_state.oct_pos - voxel.xyz) + traversal_state.resolution);
voxel.xyz += voxel_step.xyz * face_mask.xyz * convert_int3((traversal_state.sub_oct_pos - voxel.xyz) + traversal_state.resolution);
//voxel.xyz += voxel_step.xyz * face_mask.xyz * traversal_state.resolution;
// Test for out of bounds contions, add fog
if (any(voxel >= *map_dim) || any(voxel < 0)){
voxel.xyz -= voxel_step.xyz * jump_power * face_mask.xyz;
color_accumulator = fog_color;// mix(fog_color, voxel_color, 1.0f);// - max(distance_traveled / 10.0f, 0.0f));
color_accumulator = mix(fog_color, (1.0f,0.3f,0.3f,1.0f), 1.0f) - max(distance_traveled / 8.0f, 0.0f);
color_accumulator.w = 1.0f;
break;
}
@ -433,7 +431,11 @@ __kernel void raycaster(
// Update the prev_val for our new idx
prev_val = traversal_state.idx_stack[traversal_state.scale];
// Keep track of the 0th edge of our current oct, select take the dumb MSB truth value for vector types
// Keep track of the 0th edge of our current oct, while keeping
// track of the sub_oct we're coming from
traversal_state.sub_oct_pos = traversal_state.oct_pos;
// select take the dumb MSB truth value for vector types
// so we just gotta do this component wise, dumb
traversal_state.oct_pos.x -= select(0, jump_power, (prev_val & idx_set_x_mask));
traversal_state.oct_pos.y -= select(0, jump_power, (prev_val & idx_set_y_mask));
@ -454,6 +456,7 @@ __kernel void raycaster(
break;
}
// At this point parent_stack[position] is at the CD of an oct with a
// valid oct at the leaf indicated by the current idx in the idx stack scale
@ -468,9 +471,6 @@ __kernel void raycaster(
// Negate it by one as it counts itself
int count = popcount((uchar)(traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & count_mask_8[mask_index]) - 1;
//TODO: REWORK THIS IF STATEMENT, PERF KILLER
// If this CD had the far bit set
if (far_bit_mask & octree_descriptor_buffer[traversal_state.parent_stack_index[traversal_state.parent_stack_position]]) {
@ -496,30 +496,31 @@ __kernel void raycaster(
traversal_state.parent_stack_position++;
traversal_state.parent_stack[traversal_state.parent_stack_position] = octree_descriptor_buffer[traversal_state.parent_stack_index[traversal_state.parent_stack_position]];
jump_power /= 2;
// Unlike the single shot DFS, we inherited a valid idx from the upwards traversal. So now we must
// set the idx at the tail end of this for loop
// Do the logic steps to find which sub oct we step down into
if (voxel.x >= (jump_power * 2) + traversal_state.oct_pos.x) {
if (voxel.x >= (jump_power) + traversal_state.oct_pos.x) {
// Set our voxel position to the (0,0) of the correct oct
traversal_state.oct_pos.x += (jump_power * 2);
traversal_state.oct_pos.x += (jump_power);
// Set the idx to represent the move
traversal_state.idx_stack[traversal_state.scale] |= idx_set_x_mask;
traversal_state.idx_stack[traversal_state.scale+1] |= idx_set_x_mask;
}
if (voxel.y >= (jump_power * 2) + traversal_state.oct_pos.y) {
if (voxel.y >= (jump_power) + traversal_state.oct_pos.y) {
traversal_state.oct_pos.y += (jump_power * 2);
traversal_state.idx_stack[traversal_state.scale] |= idx_set_y_mask;
traversal_state.oct_pos.y += (jump_power);
traversal_state.idx_stack[traversal_state.scale+1] |= idx_set_y_mask;
}
if (voxel.z >= (jump_power * 2) + traversal_state.oct_pos.z) {
if (voxel.z >= (jump_power) + traversal_state.oct_pos.z) {
traversal_state.oct_pos.z += (jump_power * 2);
traversal_state.idx_stack[traversal_state.scale] |= idx_set_z_mask;
traversal_state.oct_pos.z += (jump_power);
traversal_state.idx_stack[traversal_state.scale+1] |= idx_set_z_mask;
}
jump_power /= 2;
// Update the mask index with the new voxel we walked down to, and then check it's valid status
mask_index = traversal_state.idx_stack[traversal_state.scale];
is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index];
@ -529,6 +530,17 @@ __kernel void raycaster(
break;
}
traversal_state.sub_oct_pos = traversal_state.oct_pos;
if (voxel.x >= (jump_power) + traversal_state.oct_pos.x) {
traversal_state.sub_oct_pos.x += (jump_power);
}
if (voxel.y >= (jump_power) + traversal_state.oct_pos.y) {
traversal_state.sub_oct_pos.y += (jump_power);
}
if (voxel.z >= (jump_power) + traversal_state.oct_pos.z) {
traversal_state.sub_oct_pos.z += (jump_power);
}
// Add the delta for the jump power and the traversed face
intersection_t += delta_t * jump_power * fabs(convert_float3(face_mask.xyz));

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