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@ -90,22 +90,16 @@ bool cast_light_intersection_ray(
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// Setup the voxel coords from the camera origin
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int3 voxel = convert_int3(ray_pos);
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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// Delta T is the units a ray must travel along an axis in order to traverse an integer split
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float3 delta_t = fabs(1.0f / ray_dir);
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// offset is how far we are into a voxel, enables sub voxel movement
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// float3 offset = ;
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// Intersection T is the collection of the next intersection points
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// for all 3 axis XYZ.
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// Compute intersection_t and add in the offset
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float3 intersection_t = delta_t * ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step);
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// for negative values, wrap around the delta_t
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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int3 face_mask = { 0, 0, 0 };
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int length_cutoff = 0;
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// Andrew Woo's raycasting algo
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@ -130,10 +124,7 @@ bool cast_light_intersection_ray(
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if (++length_cutoff > 300)
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return false;
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//} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
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} while (intersection_t.x < distance_to_light - 1 ||
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intersection_t.y < distance_to_light - 1 ||
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intersection_t.z < distance_to_light - 1 );
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} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
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return false;
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}
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@ -143,9 +134,6 @@ bool cast_light_intersection_ray(
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// ==================================================================================================
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constant float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f };
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// constant float4 overshoot_color = { 0.25f, 0.48f, 0.52f, 0.8f };
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// constant float4 overshoot_color_2 = { 0.25f, 0.1f, 0.52f, 0.8f };
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constant float4 overshoot_color = { 0.00f, 0.00f, 0.00f, 0.00f };
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constant float4 overshoot_color_2 = { 0.00f, 0.00f, 0.00f, 0.00f };
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@ -165,8 +153,6 @@ __kernel void raycaster(
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global int2 *tile_dim
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){
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// int global_id = x * y;
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// Get and set the random seed from seed memory
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@ -175,16 +161,9 @@ __kernel void raycaster(
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//seed_memory[global_id] = seed;
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// Get the pixel on the viewport, and find the view matrix ray that matches it
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//int2 pixel = { global_id % (*resolution).x, global_id / (*resolution).x };
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int2 pixel = (int2)(get_global_id(0), get_global_id(1));
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float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y];
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//if (pixel.x == 960 && pixel.y == 540) {
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// write_imagef(image, pixel, (float4)(0.00, 1.00, 0.00, 1.00));
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// return;
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//}
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// Pitch
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ray_dir = (float3)(
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ray_dir.z * sin((*cam_dir).x) + ray_dir.x * cos((*cam_dir).x),
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@ -216,6 +195,7 @@ __kernel void raycaster(
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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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// 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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// it over the axis like we want. So here, isless returns a boolean if intersection_t
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@ -234,6 +214,7 @@ __kernel void raycaster(
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intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
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voxel.xyz += voxel_step.xyz * face_mask.xyz;
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// Test for out of bounds contions, add fog
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if (any(voxel >= *map_dim)){
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write_imagef(image, pixel, white_light(mix(fog_color, overshoot_color, 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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return;
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@ -246,10 +227,6 @@ __kernel void raycaster(
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// If we hit a voxel
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voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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// Debug, add the light position
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// if (all(voxel == convert_int3((float3)(lights[4], lights[5], lights[6]-3))))
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// voxel_data = 1;
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if (voxel_data != 0) {
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float4 voxel_color = (float4)(0.0f, 0.0f, 0.0f, 0.001f);
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@ -265,7 +242,6 @@ __kernel void raycaster(
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sign.x *= -1.0;
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// the next intersection for this plane - the last intersection of the passed plane / delta of this plane
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// basically finds how far in on the other 2 axis we are when the ray traversed the plane
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float z_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.z;
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@ -298,8 +274,6 @@ __kernel void raycaster(
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}
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// Because the raycasting process is agnostic to the quadrant
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// it's working in, we need to transpose the sign over to the face positions.
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// If we don't it will think that it is always working in the (1, 1, 1) quadrant
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@ -326,21 +300,6 @@ __kernel void raycaster(
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face_position.z = select((float)(face_position.z), (float)(-face_position.z + 1.0f), (int)(ray_dir.z > 0));
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tile_face_position.y = select((float)(tile_face_position.y), (float)(-tile_face_position.y + 1.0f), (int)(ray_dir.z < 0));
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// if (voxel_data == 6){
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//
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// //float3 ray_pos = (convert_float3(voxel) + face_position);
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// //ray_dir *= sign;
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// delta_t = fabs(1.0f / ray_dir);
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// intersection_t = delta_t * (face_position * convert_float3(voxel_step));
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//
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// // for negative values, wrap around the delta_t
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// intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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// voxel_step = (int3)(1);//convert_int3(sign);
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// voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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// continue;
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// }
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// Now either use the face position to retrieve a texture sample, or
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// just a plain color for the voxel color. Notice the JANK -1 after the
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// conditionals in the select statement. That's because select works on negs
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@ -394,13 +353,10 @@ __kernel void raycaster(
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);
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return;
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}
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} while (++dist < 700.0f);
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//write_imagef(image, pixel, white_light(mix(fog_color, (float4)(0.40, 0.00, 0.40, 0.2), 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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return;
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}
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