Removed the demo movement, added fog, correctly this time!

master
MitchellHansen 7 years ago
parent f733ca4aec
commit 787e308bcb

@ -38,8 +38,8 @@
class Application { class Application {
public: public:
const int WINDOW_X = 1536; const int WINDOW_X = 1600;
const int WINDOW_Y = 1024; const int WINDOW_Y = 900;
const int MAP_X = 256; const int MAP_X = 256;
const int MAP_Y = 256; const int MAP_Y = 256;

@ -39,7 +39,7 @@ __constant const ulong contour_mask = 0xFF00000000000000;
// ========================================================================= // =========================================================================
// ========================= RAYCASTER CONSTANTS =========================== // ========================= 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 = { 0.00f, 0.00f, 0.00f, 0.00f };
constant float4 overshoot_color_2 = { 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)) if (all(light == zeroed_float3))
return zeroed_float4; return zeroed_float4;
float d = Distance(light) / 140.0f; float d = Distance(light) / 280.0f;
d *= d; d *= d;
float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f); 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; float2 tile_face_position = zeroed_float2;
float3 sign = zeroed_float3; float3 sign = zeroed_float3;
float4 color_accumulator = zeroed_float4; float4 color_accumulator = zeroed_float4;
float fog_distance = 0.0f;
bool shadow_ray = false; bool shadow_ray = false;
@ -404,7 +405,7 @@ __kernel void raycaster(
// Now we detect what type of of voxel we intersected and decide whether // 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 // 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){ if (voxel_data == 5 && !shadow_ray){
shadow_ray = true; shadow_ray = true;
@ -422,9 +423,9 @@ __kernel void raycaster(
face_mask * voxel_step 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; float3 hit_pos = convert_float3(voxel) + face_position;
ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos); ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos);
@ -448,8 +449,8 @@ __kernel void raycaster(
).xyz/4; ).xyz/4;
voxel_color.w -= 0.0f; voxel_color.w -= 0.0f;
max_distance = 700; //max_distance += 200;
distance_traveled = 0;
float3 hit_pos = convert_float3(voxel) + face_position; float3 hit_pos = convert_float3(voxel) + face_position;
ray_dir *= sign; ray_dir *= sign;
@ -478,6 +479,7 @@ __kernel void raycaster(
// At the bottom of the while loop, add one to the distance ticker // At the bottom of the while loop, add one to the distance ticker
distance_traveled++; distance_traveled++;
} }
color_accumulator = mix(fog_color, color_accumulator, 1.0f - max(fog_distance / 700.0f, 0.0f));
write_imagef( write_imagef(
image, image,
pixel, pixel,

@ -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::Closed);
window_handler->subscribe_to_publisher(&input_handler, vr::Event::EventType::KeyPressed); 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); //camera->subscribe_to_publisher(&input_handler, vr::Event::EventType::JoystickMoved);
return true; return true;
@ -118,14 +118,6 @@ bool Application::game_loop() {
while ((accumulator_time - step_size) >= step_size) { while ((accumulator_time - step_size) >= step_size) {
accumulator_time -= 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 ==== // ==== DELTA TIME LOCKED ====
} }
@ -155,20 +147,6 @@ bool Application::game_loop() {
Gui::do_render(); 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::Begin("Window");
ImGui::InputText("filename", screenshot_buf, 128); ImGui::InputText("filename", screenshot_buf, 128);
if (ImGui::Button("Take Screen shot")) { if (ImGui::Button("Take Screen shot")) {
@ -201,45 +179,6 @@ bool Application::game_loop() {
ImGui::End(); 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<float> 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::ShowTestWindow();
ImGui::Render(); ImGui::Render();

Loading…
Cancel
Save