diff --git a/include/Application.h b/include/Application.h index 6ac1499..e75400b 100644 --- a/include/Application.h +++ b/include/Application.h @@ -38,8 +38,8 @@ class Application { public: - const int WINDOW_X = 1536; - const int WINDOW_Y = 1024; + const int WINDOW_X = 1600; + const int WINDOW_Y = 900; const int MAP_X = 256; const int MAP_Y = 256; diff --git a/kernels/ray_caster_kernel.cl b/kernels/ray_caster_kernel.cl index 0c459b8..88c5265 100644 --- a/kernels/ray_caster_kernel.cl +++ b/kernels/ray_caster_kernel.cl @@ -39,7 +39,7 @@ __constant const ulong contour_mask = 0xFF00000000000000; // ========================================================================= // ========================= RAYCASTER CONSTANTS =========================== -constant float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f }; +constant float4 fog_color = { 0.0f, 0.0f, 0.0f, 0.0f }; constant float4 overshoot_color = { 0.00f, 0.00f, 0.00f, 0.00f }; constant float4 overshoot_color_2 = { 0.00f, 0.00f, 0.00f, 0.00f }; @@ -67,7 +67,7 @@ float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view if (all(light == zeroed_float3)) return zeroed_float4; - float d = Distance(light) / 140.0f; + float d = Distance(light) / 280.0f; d *= d; float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f); @@ -296,6 +296,7 @@ __kernel void raycaster( float2 tile_face_position = zeroed_float2; float3 sign = zeroed_float3; float4 color_accumulator = zeroed_float4; + float fog_distance = 0.0f; bool shadow_ray = false; @@ -404,7 +405,7 @@ __kernel void raycaster( // Now we detect what type of of voxel we intersected and decide whether // to bend the ray, send out a light intersection ray, or add texture color - // SHADOWING + // TEXTURE HIT + SHADOW REDIRECTION if (voxel_data == 5 && !shadow_ray){ shadow_ray = true; @@ -422,9 +423,9 @@ __kernel void raycaster( face_mask * voxel_step ); + fog_distance = distance_traveled; + max_distance = distance_traveled + DistanceBetweenPoints(convert_float3(voxel), (float3)(lights[4], lights[5], lights[6])); - max_distance = DistanceBetweenPoints(convert_float3(voxel), (float3)(lights[4], lights[5], lights[6])); - distance_traveled = 0; float3 hit_pos = convert_float3(voxel) + face_position; ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos); @@ -448,8 +449,8 @@ __kernel void raycaster( ).xyz/4; voxel_color.w -= 0.0f; - max_distance = 700; - distance_traveled = 0; + //max_distance += 200; + float3 hit_pos = convert_float3(voxel) + face_position; ray_dir *= sign; @@ -478,6 +479,7 @@ __kernel void raycaster( // At the bottom of the while loop, add one to the distance ticker distance_traveled++; } + color_accumulator = mix(fog_color, color_accumulator, 1.0f - max(fog_distance / 700.0f, 0.0f)); write_imagef( image, pixel, diff --git a/src/Application.cpp b/src/Application.cpp index e070d78..e1dfa3c 100644 --- a/src/Application.cpp +++ b/src/Application.cpp @@ -93,7 +93,7 @@ bool Application::init_events() { window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::Closed); window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed); - raycaster->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed); + //raycaster->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed); //camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::JoystickMoved); return true; @@ -118,14 +118,6 @@ bool Application::game_loop() { while ((accumulator_time - step_size) >= step_size) { accumulator_time -= step_size; - sf::Vector3f light_pos = light_handle->get_position(); - light_pos.x = sin(elapsed_time / 2) * 100 + 100; - light_handle->set_position(light_pos); - - sf::Vector3f cam_pos = camera->get_position(); - cam_pos.x = sin(elapsed_time / 2 + 3.141f) * 50 + 125; - camera->set_position(cam_pos); - // ==== DELTA TIME LOCKED ==== } @@ -155,20 +147,6 @@ bool Application::game_loop() { Gui::do_render(); - ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar; - bool window_show = true; - - - if (ImGui::BeginMenuBar()) - { - if (ImGui::BeginMenu("Menu")) - { - ImGui::Button("asdoifjasodif"); - ImGui::EndMenu(); - } - ImGui::EndMenuBar(); - } - ImGui::Begin("Window"); ImGui::InputText("filename", screenshot_buf, 128); if (ImGui::Button("Take Screen shot")) { @@ -201,45 +179,6 @@ bool Application::game_loop() { ImGui::End(); - ImGui::Begin("Controller debugger"); - - ImDrawList* draw_list = ImGui::GetWindowDrawList(); - static ImVec4 col = ImVec4(1.0f, 0.0f, 1.0f, 1.0f); - const ImVec2 p = ImGui::GetCursorScreenPos(); - const ImU32 col32 = ImColor(col); - - std::vector axis_values = { - sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::X) / 2, - sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Y) / 2, - sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::U) / 2, - sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::R) / 2, - sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::Z) / 2, - sf::Joystick::getAxisPosition(0, sf::Joystick::Axis::V) / 2 - }; - - ImGui::Columns(3, "Axis's"); // 4-ways, with border - ImGui::Separator(); - ImGui::Text("X Y"); ImGui::NextColumn(); - ImGui::Text("U R"); ImGui::NextColumn(); - ImGui::Text("Z V"); ImGui::NextColumn(); - ImGui::Separator(); - - for (int i = 0; i < 3; i++) { - - - float offset = ImGui::GetColumnWidth(i); - - draw_list->AddLine(ImVec2(p.x + 0 + offset * i, p.y + 50), ImVec2(p.x + 100 + offset * i, p.y + 50), col32, 1.0); - draw_list->AddLine(ImVec2(p.x + 50 + offset * i, p.y + 0), ImVec2(p.x + 50 + offset * i, p.y + 100), col32, 1.0); - draw_list->AddCircleFilled(ImVec2(p.x + axis_values[2 * i] + 50 + offset * i, p.y + axis_values[2 * i + 1] + 50), 6, col32, 32); - - ImGui::Dummy(ImVec2(100, 100)); - ImGui::NextColumn(); - } - - - ImGui::End(); - //ImGui::ShowTestWindow(); ImGui::Render();