Very very close to pixel perfect shadows. Having some of that axis switch malarchy slowing things down

master
MitchellHansen 8 years ago
parent ad2d5052de
commit 73026bc65d

@ -61,6 +61,7 @@ public:
void draw(sf::RenderWindow* window) override; void draw(sf::RenderWindow* window) override;
int debug_quick_recompile();
void test_edit_viewport(int width, int height, float v_fov, float h_fov); void test_edit_viewport(int width, int height, float v_fov, float h_fov);
private: private:

@ -158,6 +158,10 @@ inline float AngleBetweenVectors(sf::Vector3f a, sf::Vector3f b){
return acos(DotProduct(a, b) / (Magnitude(a) * Magnitude(b))); return acos(DotProduct(a, b) / (Magnitude(a) * Magnitude(b)));
} }
inline float DistanceBetweenPoints(sf::Vector3f a, sf::Vector3f b) {
return sqrt(DotProduct(a, b));
}
inline float DegreesToRadians(float in) { inline float DegreesToRadians(float in) {
return static_cast<float>(in * PI / 180.0f); return static_cast<float>(in * PI / 180.0f);
} }

@ -47,7 +47,9 @@ int rand(int* seed) // 1 <= *seed < m
return(*seed); return(*seed);
} }
float DistanceBetweenPoints(float3 a, float3 b) {
return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
}
// =================================== Boolean ray intersection ============================ // =================================== Boolean ray intersection ============================
// ========================================================================================= // =========================================================================================
@ -62,6 +64,8 @@ bool cast_light_intersection_ray(
){ ){
float distance_to_light = DistanceBetweenPoints(ray_pos, (float3)(lights[4], lights[5], lights[6]));
// Setup the voxel step based on what direction the ray is pointing // Setup the voxel step based on what direction the ray is pointing
int3 voxel_step = { 1, 1, 1 }; int3 voxel_step = { 1, 1, 1 };
voxel_step *= (ray_dir > 0) - (ray_dir < 0); voxel_step *= (ray_dir > 0) - (ray_dir < 0);
@ -80,29 +84,14 @@ bool cast_light_intersection_ray(
// for all 3 axis XYZ. // for all 3 axis XYZ.
float3 intersection_t = delta_t *offset; float3 intersection_t = delta_t *offset;
// for negative values, wrap around the delta_t, rather not do this // for negative values, wrap around the delta_t
// component wise, but it doesn't appear to want to work intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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 }; int3 face_mask = { 0, 0, 0 };
// Andrew Woo's raycasting algo // Andrew Woo's raycasting algo
do { do {
// Fancy no branch version of the logic step // Fancy no branch version of the logic step
face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy); face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
intersection_t += delta_t * fabs(convert_float3(face_mask.xyz)); intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
@ -112,10 +101,8 @@ bool cast_light_intersection_ray(
int3 overshoot = voxel < *map_dim; int3 overshoot = voxel < *map_dim;
int3 undershoot = voxel >= 0; int3 undershoot = voxel >= 0;
if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0) { if (any(overshoot == (int3)(0, 0, 0)) ||
return false; any(undershoot == (int3)(0, 0, 0))) {
}
if (undershoot.z == 0) {
return false; return false;
} }
@ -123,13 +110,13 @@ bool cast_light_intersection_ray(
int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z)); int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z));
int voxel_data = map[index]; int voxel_data = map[index];
if (voxel_data != 0) { if (voxel_data != 0)
return true; return true;
}
dist++; //} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
} while (intersection_t.x < distance_to_light - 1 ||
} while (dist < 700); intersection_t.y < distance_to_light - 1 ||
intersection_t.z < distance_to_light - 1 );
return false; return false;
} }
@ -284,19 +271,11 @@ __kernel void raycaster(
// Intersection T is the collection of the next intersection points // Intersection T is the collection of the next intersection points
// for all 3 axis XYZ. // for all 3 axis XYZ.
float3 intersection_t = delta_t * (offset); float3 intersection_t = delta_t * offset;
// for negative values, wrap around the delta_t
intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
// 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 // Hard cut-off for how far the ray can travel
int max_dist = 800; int max_dist = 800;
@ -350,64 +329,62 @@ __kernel void raycaster(
} }
// set to which face // set to which face
float3 face_position = convert_float3(face_mask * voxel_step); float3 face_position = (float)(0); //convert_float3(-face_mask * voxel_step);// convert_float3(face_mask * voxel_step) * -1;
if (face_mask.x * voxel_step.x == -1) { if (face_mask.x == -1) {
float z_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.z; //float z_percent = ((intersection_t.z - delta_t.z) - intersection_t.x) / delta_t.z;
float y_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.y; //float y_percent = ((intersection_t.y - delta_t.y) - intersection_t.x) / delta_t.y;
face_position = (float3)(1.0f, y_percent, z_percent); 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;
if (face_mask.x == 1) //if (z_percent > 0 && z_percent > 1)
face_position *= -1; // face_position = (float3)(-1.0f, 1-y_percent, 1-z_percent);
face_position = (float3)(1.0f, y_percent, z_percent);
} }
else if (face_mask.y == -1) {
if (face_mask.y * voxel_step.y == -1) { //float x_percent = ((intersection_t.x - delta_t.x) - intersection_t.y) / delta_t.x;
//float z_percent = ((intersection_t.z - delta_t.z) - intersection_t.y) / delta_t.z;
float x_percent = (intersection_t.y - (intersection_t.x - delta_t.x)) / delta_t.x; float x_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.x;
float z_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.z; float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
face_position = (float3)(x_percent, 1.0f, z_percent); face_position = (float3)(x_percent, 1.0f, z_percent);
if (face_mask.y == 1)
face_position *= -1;
} }
if (face_mask.z * voxel_step.z == -1) { else if (face_mask.z == -1) {
float vx = intersection_t.x - delta_t.x; //float x_percent = ((intersection_t.x - delta_t.x) - intersection_t.z) / delta_t.x;
float vy = intersection_t.y - delta_t.y; //float y_percent = ((intersection_t.y - delta_t.y) - intersection_t.z) / delta_t.y;
float vz = intersection_t.z - delta_t.z;
float x_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.x; float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x;
float y_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.y; float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
face_position = (float3)(x_percent, y_percent, 1.0f); face_position = (float3)(x_percent, y_percent, 1.0f);
if (face_mask.z == 1)
face_position *= -1;
} }
// set the xy for that face if (ray_dir.x > 0)
//face_position += face_position.x = - face_position.x - 1;
// convert_float3(face_mask == (int3)(1,1,1))
// convert_float3(face_mask == (int3)(0,0,0)) * (intersection_t - delta_t);
if (ray_dir.y > 0)
face_position.y = - face_position.y - 1;
if (ray_dir.z > 0)
face_position.z = - face_position.z - 1;
//face_position += convert_float3(face_mask == (int3)(0,0,0)) * (rand(&seed) % 10) / 50.0;
if (cast_light_intersection_ray( if (cast_light_intersection_ray(
map, map,
map_dim, map_dim,
normalize((float3)(lights[4], lights[5], lights[6]) - (convert_float3(voxel))), normalize((float3)(lights[4], lights[5], lights[6]) - (convert_float3(voxel) + face_position)),
(convert_float3(voxel) + face_position),//convert_float3(face_mask * voxel_step)),//face_position),// (convert_float3(voxel) + face_position),
lights, lights,
light_count light_count
)) { )) {

@ -94,7 +94,7 @@ void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Even
vr::KeyHeld *held_event = static_cast<vr::KeyHeld*>(event.get()); vr::KeyHeld *held_event = static_cast<vr::KeyHeld*>(event.get());
if (held_event->code == sf::Keyboard::LShift) { if (held_event->code == sf::Keyboard::LShift) {
default_impulse = 0.2f; default_impulse = 0.1f;
} }
if (held_event->code == sf::Keyboard::RShift) { if (held_event->code == sf::Keyboard::RShift) {
default_impulse = 1.0f; default_impulse = 1.0f;

@ -197,6 +197,17 @@ void Hardware_Caster::draw(sf::RenderWindow* window) {
window->draw(viewport_sprite); window->draw(viewport_sprite);
} }
int Hardware_Caster::debug_quick_recompile()
{
int error = compile_kernel("../kernels/ray_caster_kernel.cl", true, "raycaster");
if (assert(error, "compile_kernel")) {
std::cin.get(); // hang the output window so we can read the error
return error;
}
validate();
}
void Hardware_Caster::test_edit_viewport(int width, int height, float v_fov, float h_fov) void Hardware_Caster::test_edit_viewport(int width, int height, float v_fov, float h_fov)
{ {
sf::Vector2i view_res(width, height); sf::Vector2i view_res(width, height);
@ -439,6 +450,7 @@ int Hardware_Caster::compile_kernel(std::string kernel_source, bool is_path, std
size_t kernel_source_size = strlen(source); size_t kernel_source_size = strlen(source);
// Load the source into CL's data structure // Load the source into CL's data structure
cl_program program = clCreateProgramWithSource( cl_program program = clCreateProgramWithSource(
context, 1, context, 1,
&source, &source,
@ -474,7 +486,9 @@ int Hardware_Caster::compile_kernel(std::string kernel_source, bool is_path, std
if (assert(error, "clCreateKernel")) if (assert(error, "clCreateKernel"))
return OPENCL_ERROR; return OPENCL_ERROR;
kernel_map.emplace(std::make_pair(kernel_name, kernel)); // Do I want these to overlap when repeated??
kernel_map[kernel_name] = kernel;
//kernel_map.emplace(std::make_pair(kernel_name, kernel));
return 1; return 1;
} }

@ -158,6 +158,18 @@ void Old_Map::generate_terrain() {
} }
} }
for (int x = 30; x < 60; x++) {
//for (int y = 0; y < dimensions.y; y++) {
for (int z = 0; z < 25; z++) {
voxel_data[x + dimensions.x * (50 + dimensions.z * z)] = 6;
}
//}
}
set_voxel(sf::Vector3i(45, 70, 5), 1);
set_voxel(sf::Vector3i(47, 70, 5), 1);
set_voxel(sf::Vector3i(100, 100, 50), 1);
} }

@ -176,18 +176,22 @@ int main() {
input_handler.handle_held_keys(); input_handler.handle_held_keys();
input_handler.dispatch_events(); input_handler.dispatch_events();
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
raycaster->test_edit_viewport(WINDOW_X, WINDOW_Y, w += 5, h += 5); if (sf::Keyboard::isKeyPressed(sf::Keyboard::F11)) {
} while (raycaster->debug_quick_recompile() != 0);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Dash)) {
raycaster->test_edit_viewport(WINDOW_X, WINDOW_Y, w -= 5, h -= 5);
} }
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::Equal)) {
// raycaster->test_edit_viewport(WINDOW_X, WINDOW_Y, w += 5, h += 5);
//}
//if (sf::Keyboard::isKeyPressed(sf::Keyboard::Dash)) {
// raycaster->test_edit_viewport(WINDOW_X, WINDOW_Y, w -= 5, h -= 5);
//}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::LAlt)) {
light_vec.at(0).position = camera->get_position(); light_vec.at(0).position = camera->get_position();
light_vec.at(0).direction_cartesian = SphereToCart(camera->get_direction()); light_vec.at(0).direction_cartesian = SphereToCart(camera->get_direction());
} }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::O)) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::O)) {
light_vec.at(0).orbit_around_center(timer_accumulator += delta_time); // light_vec.at(0).orbit_around_center(timer_accumulator += delta_time);
} }
if (sf::Keyboard::isKeyPressed(sf::Keyboard::M)) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::M)) {

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