Lots of tweaking. Tenative buggy reflection implimented.

master
MitchellHansen 8 years ago
parent 2421f7bdce
commit 8806777dc9

@ -34,6 +34,8 @@ public:
sf::Vector3f get_position(); sf::Vector3f get_position();
sf::Vector2f get_direction(); sf::Vector2f get_direction();
void setSpeed(float speed);
float getSpeed();
void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override; void recieve_event(VrEventPublisher* p, std::unique_ptr<vr::Event> event) override;

@ -8,6 +8,11 @@
#include "raycaster/Hardware_Caster.h" #include "raycaster/Hardware_Caster.h"
#include "LightHandle.h" #include "LightHandle.h"
// Lighting is a bit tricky as we need to
struct LightPrototype { struct LightPrototype {
LightPrototype( LightPrototype(

@ -8,6 +8,7 @@
#include "LightController.h" #include "LightController.h"
#include "map/Old_Map.h" #include "map/Old_Map.h"
#include "Camera.h" #include "Camera.h"
#include <GL/glew.h>
#ifdef linux #ifdef linux
#include <CL/cl.h> #include <CL/cl.h>

@ -1,10 +1,12 @@
float DistanceBetweenPoints(float3 a, float3 b) { 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)); return fast_distance(a, b);
//return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
} }
float Distance(float3 a) { float Distance(float3 a) {
return sqrt(pow(a.x, 2) + pow(a.y, 2) + pow(a.z, 2)); return fast_length(a);
//return sqrt(pow(a.x, 2) + pow(a.y, 2) + pow(a.z, 2));
} }
// Naive incident ray light // Naive incident ray light
@ -17,6 +19,8 @@ float4 white_light(float4 input, float3 light, int3 mask) {
) )
) / 32; ) / 32;
input.w += 0.25f;
return input; return input;
} }
@ -43,6 +47,10 @@ float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view
in_color += pow(specTmp, 8.0f) * light_color * 0.5f / d; in_color += pow(specTmp, 8.0f) * light_color * 0.5f / d;
} }
if (in_color.w > 1.0){
in_color.xyz *= in_color.w;
}
return in_color; return in_color;
} }
@ -99,6 +107,8 @@ bool cast_light_intersection_ray(
int3 face_mask = { 0, 0, 0 }; int3 face_mask = { 0, 0, 0 };
int length_cutoff = 0;
// Andrew Woo's raycasting algo // Andrew Woo's raycasting algo
do { do {
@ -123,6 +133,9 @@ bool cast_light_intersection_ray(
if (voxel_data != 0) if (voxel_data != 0)
return true; return true;
if (length_cutoff > 300)
return false;
//} while (any(isless(intersection_t, (float3)(distance_to_light - 1)))); //} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
} while (intersection_t.x < distance_to_light - 1 || } while (intersection_t.x < distance_to_light - 1 ||
intersection_t.y < distance_to_light - 1 || intersection_t.y < distance_to_light - 1 ||
@ -248,6 +261,8 @@ __kernel void raycaster(
// If we hit a voxel // If we hit a voxel
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];
// Debug, add the light position
if (all(voxel == convert_int3((float3)(lights[4], lights[5], lights[6]-3)))) if (all(voxel == convert_int3((float3)(lights[4], lights[5], lights[6]-3))))
voxel_data = 1; voxel_data = 1;
@ -257,72 +272,114 @@ __kernel void raycaster(
float3 face_position = (float)(0); float3 face_position = (float)(0);
float2 tile_face_position = (float)(0); float2 tile_face_position = (float)(0);
float3 sign = (float3)(1.0f, 1.0f, 1.0f);
// First determine the percent of the way the ray is towards the next intersection_t // First determine the percent of the way the ray is towards the next intersection_t
// in relation to the xyz position on the plane // in relation to the xyz position on the plane
if (face_mask.x == -1) { if (face_mask.x == -1) {
sign.x *= -1.0;
float z_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.z; 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; float y_percent = (intersection_t.y - (intersection_t.x - delta_t.x)) / delta_t.y;
// Since we intersected face x, we know that we are at the face (1.0) // Since we intersected face x, we know that we are at the face (1.0)
// Not entirely sure what is causing the 1.0 vs 1.001 rendering bug // I think the 1.001f rendering bug is the ray thinking it's within the voxel
face_position = (float3)(1.001f, y_percent, z_percent); // even though it's sitting on the very edge
face_position = (float3)(1.0001f, y_percent, z_percent);
tile_face_position = (float2)(y_percent, z_percent); tile_face_position = (float2)(y_percent, z_percent);
} }
else if (face_mask.y == -1) { else if (face_mask.y == -1) {
sign.y *= -1.0;
float x_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.x; float x_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.x;
float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z; float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
face_position = (float3)(x_percent, 1.001f, z_percent); face_position = (float3)(x_percent, 1.0001f, z_percent);
tile_face_position = (float2)(x_percent, z_percent); tile_face_position = (float2)(x_percent, z_percent);
} }
else if (face_mask.z == -1) { else if (face_mask.z == -1) {
//sign.z *= -1.0;
float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x; float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x;
float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / 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, 1.001f); face_position = (float3)(x_percent, y_percent, 1.0001f);
tile_face_position = (float2)(x_percent, y_percent); tile_face_position = (float2)(x_percent, y_percent);
} }
// We now need to account for the ray wanting to skip the axis in which
// it flips its sign
// TODO: improve this
// Because the raycasting process is agnostic to the quadrant
// it's working in, we need to transpose the sign over to the face positions.
// If we don't it will think that it is always working in the (1, 1, 1) quadrant
// and will just "copy" the quadrant. This includes shadows as they use the face_position
// in order to cast the intersection ray!!
if (ray_dir.x > 0) { if (ray_dir.x > 0) {
face_position.x = -face_position.x + 1; face_position.x = -face_position.x + 1.0;
//face_position.x = -face_position.x + 1;
//tile_face_position.x = -tile_face_position.x + 1.0; //tile_face_position.x = -tile_face_position.x + 1.0;
} }
if (ray_dir.x < 0) { if (ray_dir.x < 0) {
//face_position.x = face_position.x + 0; //face_position.x = face_position.x + 0;
//tile_face_position.x = tile_face_position.x;
// This cures the Z semmetry on the X axis
tile_face_position.x = -tile_face_position.x + 1.0;
} }
if (ray_dir.y > 0){ if (ray_dir.y > 0){
face_position.y = - face_position.y + 1; face_position.y = - face_position.y + 1;
//tile_face_position.y = -tile_face_position.y + 1.0; //tile_face_position.y = -tile_face_position.y + 1.0;
} }
if (ray_dir.y < 0) { if (ray_dir.y < 0) {
//face_position.y = face_position.y + 0; //face_position.y = face_position.y + 0;
//tile_face_position.y = -tile_face_position.y + 1.0;
// This cures the Y semmetry on the Z tile faces
tile_face_position.x = 1.0 - tile_face_position.x;
// We run into the Hairy ball problem, so we need to define
// a special case for the zmask
if (face_mask.z == -1) {
tile_face_position.x = 1.0 - tile_face_position.x;
tile_face_position.y = 1.0 - tile_face_position.y;
}
} }
if (ray_dir.z > 0) { if (ray_dir.z > 0) {
face_position.z = - face_position.z + 1;
face_position.z = - face_position.z + 1;
//tile_face_position.y = tile_face_position.y + 0.0; //tile_face_position.y = tile_face_position.y + 0.0;
} }
if (ray_dir.z < 0) { if (ray_dir.z < 0) {
//sign.z *= -1.0;
// face_position.z = - face_position.z + 1;
//face_position.z = face_position.z + 0; //face_position.z = face_position.z + 0;
tile_face_position.y = -tile_face_position.y + 1.0;
} }
if (voxel_data == 6){
// intersection_t = (1, 1, 1) - intersection_t;
//intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
float3 ray_pos = (convert_float3(voxel) + face_position);
ray_dir *= sign;
delta_t = fabs(1.0f / ray_dir);
float3 offset = ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step);
intersection_t = delta_t * offset;
// for negative values, wrap around the delta_t
intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
voxel_step = (1, 1, 1);//convert_int3(sign);
voxel_step *= (ray_dir > 0) - (ray_dir < 0);
continue;
}
// Now either use the face position to retrieve a texture sample, or // Now either use the face position to retrieve a texture sample, or
// just a plain color for the voxel color // just a plain color for the voxel color
@ -331,17 +388,23 @@ __kernel void raycaster(
} }
else if (voxel_data == 5) { else if (voxel_data == 5) {
float2 tile_size = convert_float2(*atlas_dim / *tile_dim); float2 tile_size = convert_float2(*atlas_dim / *tile_dim);
voxel_color = read_imagef(texture_atlas, convert_int2(tile_face_position * tile_size) + convert_int2((float2)(3, 0) * tile_size)); voxel_color = read_imagef(
texture_atlas,
convert_int2(tile_face_position * tile_size) +
convert_int2((float2)(3, 0) * tile_size)
);
voxel_color.w = 0.0f; voxel_color.w = 0.0f;
//voxel_color = (float4)(0.25, 0.52, 0.30, 0.1); //voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
} }
else if (voxel_data == 1) { else if (voxel_data == 1) {
voxel_color = (float4)(0.929f, 0.957f, 0.027f, 0.0f); voxel_color = (float4)(0.929f, 0.957f, 0.027f, 0.0f);
} }
//else { else {
// voxel_color = (float4)(1.0f, 0.0f, 0.0f, 0.0f); voxel_color = (float4)(1.0f, 0.0f, 0.0f, 0.0f);
//} }
//
if (cast_light_intersection_ray( if (cast_light_intersection_ray(
map, map,
@ -353,7 +416,7 @@ __kernel void raycaster(
)) { )) {
// If the light ray intersected an object on the way to the light point // If the light ray intersected an object on the way to the light point
float4 ambient_color = white_light(voxel_color, (float3)(256.0f, 256.0f, 256.0f), face_mask); float4 ambient_color = white_light(voxel_color, (float3)(1.0f, 1.0f, 1.0f), face_mask);
write_imagef(image, pixel, ambient_color); write_imagef(image, pixel, ambient_color);
return; return;
} }
@ -380,7 +443,7 @@ __kernel void raycaster(
dist++; dist++;
} while (dist / 700.0f < 1); } while (dist < 700.0f);
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)); 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));

@ -201,3 +201,11 @@ sf::Vector3f Camera::get_position() {
sf::Vector2f Camera::get_direction() { sf::Vector2f Camera::get_direction() {
return direction; return direction;
} }
void Camera::setSpeed(float speed) {
default_impulse = speed;;
}
float Camera::getSpeed() {
return default_impulse;
}

@ -74,6 +74,8 @@ sf::Texture window_texture;
// - Diffuse fog hard cut off // - Diffuse fog hard cut off
// - Infinite light distance, no inverse square // - Infinite light distance, no inverse square
// - Inconsistent lighting constants. GUI manipulation // - Inconsistent lighting constants. GUI manipulation
// - Far pointers, attachment lookup and aux buffer, contour lookup & masking
int main() { int main() {
@ -87,10 +89,6 @@ int main() {
// Do nothing, extension wrangling handled by macOS // Do nothing, extension wrangling handled by macOS
#endif #endif
// The socket listener for interacting with the TCP streaming android controller
// NetworkInput ni;
// ni.listen_for_clients(5000);
// ni.stop_listening_for_clients();
// ============================= // =============================
Map _map(32); Map _map(32);
@ -184,13 +182,16 @@ int main() {
float light_pos[4] = { 100, 100, 30 }; float light_pos[4] = { 100, 100, 30 };
char screenshot_buf[128]{0}; char screenshot_buf[128]{0};
bool paused = false;
float camera_speed = 1.0;
while (window.isOpen()) { while (window.isOpen()) {
input_handler.consume_sf_events(&window); input_handler.consume_sf_events(&window);
input_handler.handle_held_keys(); input_handler.handle_held_keys();
input_handler.dispatch_events(); input_handler.dispatch_events();
// Time keeping // Time keeping
elapsed_time = elap_time(); elapsed_time = elap_time();
delta_time = elapsed_time - current_time; delta_time = elapsed_time - current_time;
current_time = elapsed_time; current_time = elapsed_time;
@ -198,21 +199,26 @@ int main() {
delta_time = 0.2f; delta_time = 0.2f;
accumulator_time += delta_time; accumulator_time += delta_time;
while ((accumulator_time - step_size) >= step_size) { while ((accumulator_time - step_size) >= step_size) {
accumulator_time -= step_size; accumulator_time -= step_size;
// ==== DELTA TIME LOCKED ==== // ==== DELTA TIME LOCKED ====
} }
// ==== FPS LOCKED ==== // ==== FPS LOCKED ====
window.clear(sf::Color::Black);
ImGui::SFML::Update(window, sf_delta_clock.restart()); ImGui::SFML::Update(window, sf_delta_clock.restart());
camera->update(delta_time);
handle->update(delta_time);
// Run the raycast if (!paused) {
raycaster->compute(); camera->update(delta_time);
handle->update(delta_time);
// Run the raycast
raycaster->compute();
}
window.clear(sf::Color::Black);
raycaster->draw(&window); raycaster->draw(&window);
// Give the frame counter the frame time and draw the average frame time // Give the frame counter the frame time and draw the average frame time
@ -274,6 +280,10 @@ int main() {
if (ImGui::Button("Recompile kernel")) { if (ImGui::Button("Recompile kernel")) {
while (raycaster->debug_quick_recompile() != 0); while (raycaster->debug_quick_recompile() != 0);
} }
if (ImGui::Button("Pause")) {
paused = !paused;
}
ImGui::End(); ImGui::End();
ImGui::Begin("Lights"); ImGui::Begin("Lights");
@ -283,16 +293,15 @@ int main() {
handle->set_rgbi(light); handle->set_rgbi(light);
} }
if (ImGui::SliderFloat("Camera Speed", &camera_speed, 0, 4)) {
camera->setSpeed(camera_speed);
}
if (ImGui::SliderFloat3("Position", light_pos, 0, MAP_X)) { if (ImGui::SliderFloat3("Position", light_pos, 0, MAP_X)) {
sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]); sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]);
handle->set_position(light); handle->set_position(light);
} }
// Menu
if (ImGui::CollapsingHeader("Window options")) if (ImGui::CollapsingHeader("Window options"))
{ {
if (ImGui::TreeNode("Style")) if (ImGui::TreeNode("Style"))
@ -301,11 +310,6 @@ int main() {
ImGui::TreePop(); ImGui::TreePop();
} }
} }
//light_pos[0] = static_cast<float>(sin(elapsed_time) * 100.0f + 300.0f);
//light_pos[1] = static_cast<float>(sin(elapsed_time) * 100.0f + 300.0f);
//sf::Vector3f light(light_pos[0], light_pos[1], light_pos[2]);
//handle->set_position(light);
ImGui::End(); ImGui::End();

@ -101,7 +101,7 @@ void Old_Map::generate_terrain() {
int DATA_SIZE = dimensions.x + 1; int DATA_SIZE = dimensions.x + 1;
//an initial seed value for the corners of the data //an initial seed value for the corners of the data
//srand(f_rand()); //srand(f_rand());
double SEED = rand() % 40 + 40; double SEED = rand() % 10 + 30;
//seed the data //seed the data
set_sample(0, 0, SEED); set_sample(0, 0, SEED);
@ -109,7 +109,7 @@ void Old_Map::generate_terrain() {
set_sample(dimensions.x, 0, SEED); set_sample(dimensions.x, 0, SEED);
set_sample(dimensions.x, dimensions.y, SEED); set_sample(dimensions.x, dimensions.y, SEED);
double h = 40.0;//the range (-h -> +h) for the average offset double h = 20.0;//the range (-h -> +h) for the average offset
//for the new value in range of h //for the new value in range of h
//side length is distance of a single square side //side length is distance of a single square side
//or distance of diagonal in diamond //or distance of diagonal in diamond
@ -188,7 +188,7 @@ void Old_Map::generate_terrain() {
for (int y = 100; y < 150; y += 10) { for (int y = 100; y < 150; y += 10) {
for (int z = 0; z < 10; z += 1) { for (int z = 0; z < 10; z += 1) {
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5; voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
} }
} }
@ -222,12 +222,19 @@ void Old_Map::generate_terrain() {
} }
} }
for (int x = 60; x < 65; x++) {
for (int y = 60; y < 65; y++) {
for (int z = 30; z < 35; z++) {
voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5;
}
}
}
for (int x = 0; x < dimensions.x; x++) { for (int x = 0; x < dimensions.x; x++) {
for (int y = 0; y < dimensions.y; y++) { for (int y = 0; y < dimensions.y; y++) {
// for (int z = 0; z < dimensions.z; z++) { // for (int z = 0; z < dimensions.z; z++) {
//if (rand() % 1000 < 1) //if (rand() % 1000 < 1)
voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6; voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 5;
// } // }
} }
} }

@ -630,7 +630,7 @@ int Hardware_Caster::compile_kernel(std::string kernel_source, bool is_path, std
// Try and build the program // Try and build the program
// "-cl-finite-math-only -cl-fast-relaxed-math -cl-unsafe-math-optimizations" // "-cl-finite-math-only -cl-fast-relaxed-math -cl-unsafe-math-optimizations"
error = clBuildProgram(program, 1, &device_id, "-cl-finite-math-only -cl-fast-relaxed-math -cl-unsafe-math-optimizations", NULL, NULL); error = clBuildProgram(program, 1, &device_id, NULL, NULL, NULL);
// Check to see if it errored out // Check to see if it errored out
if (vr_assert(error, "clBuildProgram")) { if (vr_assert(error, "clBuildProgram")) {

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