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@ -16,6 +16,7 @@ __constant int2 zeroed_int2 = {0, 0};
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__constant const uchar idx_set_x_mask = 0x1;
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__constant const uchar idx_set_y_mask = 0x2;
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__constant const uchar idx_set_z_mask = 0x4;
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__constant const uchar idx_set_mask = {0x1, 0x2, 0x4};
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__constant const uchar mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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@ -113,7 +114,6 @@ bool get_oct_vox(
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ulong current_index = *settings_buffer;
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ulong head = octree_descriptor_buffer[current_index];
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uint parent_stack_position = 0;
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ulong parent_stack[32];
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uchar scale = 0;
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@ -123,7 +123,7 @@ bool get_oct_vox(
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bool found = false;
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parent_stack[parent_stack_position] = head;
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parent_stack[scale] = head;
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// Set our initial dimension and the position at the corner of the oct to keep track of our position
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int dimension = OCTDIM;
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@ -139,12 +139,12 @@ bool get_oct_vox(
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//
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// No?
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// Break
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while (dimension > 1) {
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while (dimension > 64) {
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// So we can be a little bit tricky here and increment our
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// array index that holds our masks as we build the idx.
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// Adding 1 for X, 2 for Y, and 4 for Z
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int mask_index = 0;
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idx_stack[scale] = 0;
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// Do the logic steps to find which sub oct we step down into
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if (position.x >= (dimension / 2) + quad_position.x) {
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@ -152,27 +152,24 @@ bool get_oct_vox(
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// Set our voxel position to the (0,0) of the correct oct
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quad_position.x += (dimension / 2);
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// increment the mask index and mentioned above
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mask_index += 1;
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// Set the idx to represent the move
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idx_stack[scale] |= idx_set_x_mask;
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}
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if (position.y >= (dimension / 2) + quad_position.y) {
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quad_position.y |= (dimension / 2);
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mask_index += 2;
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quad_position.y += (dimension / 2);
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idx_stack[scale] |= idx_set_y_mask;
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}
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if (position.z >= (dimension / 2) + quad_position.z) {
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quad_position.z += (dimension / 2);
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mask_index += 4;
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idx_stack[scale] |= idx_set_z_mask;
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}
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int mask_index = idx_stack[scale];
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// Check to see if we are on a valid oct
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if ((head >> 16) & mask_8[mask_index]) {
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@ -205,9 +202,8 @@ bool get_oct_vox(
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}
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head = octree_descriptor_buffer[current_index];
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// Increment the parent stack position and put the new oct node as the parent
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parent_stack_position++;
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parent_stack[parent_stack_position] = head;
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parent_stack[scale] = head;
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}
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else {
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@ -285,7 +281,13 @@ __kernel void raycaster(
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// for all 3 axis XYZ. We take the full positive cardinality when
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// subtracting the floor, so we must transfer the sign over from
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// the voxel step
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float3 intersection_t = delta_t * ((*cam_pos) - ceil(*cam_pos)) * convert_float3(voxel_step);
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// handle the case where we're smack on 0 for the camera position
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float modifier = 0.0f;
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if (any(((*cam_pos) - ceil(*cam_pos) == 0.0f)))
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modifier = 0.000001f;
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float3 intersection_t = delta_t * ((*cam_pos) - ceil(*cam_pos) + modifier) * convert_float3(voxel_step);
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// When we transfer the sign over, we get the correct direction of
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// the offset, but we merely transposed over the value instead of mirroring
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@ -309,7 +311,7 @@ __kernel void raycaster(
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bool shadow_ray = false;
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// Andrew Woo's raycasting algo
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while (distance_traveled < max_distance && bounce_count < 4) {
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while (distance_traveled < max_distance && bounce_count < 2) {
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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@ -326,26 +328,26 @@ __kernel void raycaster(
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constant int vox_dim = OCTDIM;
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// If we hit a voxel
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if (voxel.x < vox_dim && voxel.y < vox_dim && voxel.z < vox_dim){
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if (get_oct_vox(
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voxel,
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octree_descriptor_buffer,
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octree_attachment_lookup_buffer,
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octree_attachment_buffer,
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settings_buffer
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)){
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voxel_data = 5;
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} else {
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voxel_data = 0;
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}
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} else {
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// // If we hit a voxel
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// if (voxel.x < vox_dim && voxel.y < vox_dim && voxel.z < vox_dim){
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// if (get_oct_vox(
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// voxel,
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// octree_descriptor_buffer,
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// octree_attachment_lookup_buffer,
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// octree_attachment_buffer,
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// settings_buffer
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// )){
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// voxel_data = 5;
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// } else {
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// voxel_data = 0;
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// }
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// } else {
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voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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}
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//}
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if (voxel_data != 0) {
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if (voxel_data == 5 || voxel_data == 6) {
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// Determine where on the 2d plane the ray intersected
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face_position = zeroed_float3;
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tile_face_position = zeroed_float2;
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@ -415,7 +417,7 @@ __kernel void raycaster(
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// Now we detect what type of of voxel we intersected and decide whether
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// to bend the ray, send out a light intersection ray, or add texture color
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// TEXTURE HIT + SHADOW REDIRECTION
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// TEXTURE HIT + SHADOW RAY REDIRECTION
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if (voxel_data == 5 && !shadow_ray){
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shadow_ray = true;
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@ -436,7 +438,6 @@ __kernel void raycaster(
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fog_distance = distance_traveled;
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max_distance = distance_traveled + DistanceBetweenPoints(convert_float3(voxel), (float3)(lights[4], lights[5], lights[6]));
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos);
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if (any(ray_dir == zeroed_float3))
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@ -459,8 +460,6 @@ __kernel void raycaster(
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).xyz/4;
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voxel_color.w -= 0.0f;
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//max_distance += 200;
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir *= sign;
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@ -471,8 +470,6 @@ __kernel void raycaster(
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voxel_step = ( 1, 1, 1 );
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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//voxel = convert_int3(hit_pos);
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delta_t = fabs(1.0f / ray_dir);
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intersection_t = delta_t * ((hit_pos)-floor(hit_pos)) * convert_float3(voxel_step);
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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