@ -1,3 +1,19 @@
/*
Notes:
Keep this is mind when masking the voxel steps, pretty unintuitive behaviour
For scalar types, the equality operators return 0 if false and return 1 if true
For vector types, the equality operators return 0 if false and return -1 if true ( i.e. all bits set )
The equality equal ( == ) returns 0 if one or both arguments are not a number ( NaN ) .
The equality not equal ( != ) returns 1 ( for scalar source operands ) or -1 ( for vector source
operands ) if one or both arguments are not a number ( NaN ) .
if statements will take 0 as false and any other integer as true
*/
// =========================================================================
// =========================================================================
// ======================== INITIALIZER CONSTANTS ==========================
// ======================== INITIALIZER CONSTANTS ==========================
@ -128,8 +144,9 @@ struct TraversalState get_oct_vox(
ts.current_descriptor_index = setting ( OCTREE_ROOT_INDEX ) ;
ts.current_descriptor_index = setting ( OCTREE_ROOT_INDEX ) ;
ts.current_descriptor = octree_descriptor_buffer[ts.current_descriptor_index] ;
ts.current_descriptor = octree_descriptor_buffer[ts.current_descriptor_index] ;
ts.scale = 0 ;
ts.scale = 0 ;
ts.parent_stack_position = 0 ;
ts.found = false ;
ts.found = false ;
ts.parent_stack[ ts.scale ] = ts.current_descriptor ;
ts.parent_stack[ 0 ] = ts.current_descriptor ;
// Set our initial dimension and the position at the corner of the oct to keep track of our position
// Set our initial dimension and the position at the corner of the oct to keep track of our position
int dimension = setting ( OCTDIM ) ;
int dimension = setting ( OCTDIM ) ;
@ -190,6 +207,7 @@ struct TraversalState get_oct_vox(
// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
ts.scale++ ;
ts.scale++ ;
ts.parent_stack_position++ ;
dimension /= 2 ;
dimension /= 2 ;
// Count the number of valid octs that come before and add it to the index to get the position
// Count the number of valid octs that come before and add it to the index to get the position
@ -210,8 +228,8 @@ struct TraversalState get_oct_vox(
ts.current_descriptor = octree_descriptor_buffer[ts.current_descriptor_index] ;
ts.current_descriptor = octree_descriptor_buffer[ts.current_descriptor_index] ;
ts.parent_stack[ts. scale ] = ts.current_descriptor ;
ts.parent_stack[ts. parent_stack_position ] = ts.current_descriptor ;
ts.parent_stack_index[ts.parent_stack_position] = ts.current_descriptor_index ;
}
}
else {
else {
// If the oct was not valid, then no CP 's exists any further
// If the oct was not valid, then no CP 's exists any further
@ -271,14 +289,16 @@ __kernel void raycaster(
ray_dir.x * sin ( ( *cam_dir ) . y ) + ray_dir.y * cos ( ( *cam_dir ) . y ) ,
ray_dir.x * sin ( ( *cam_dir ) . y ) + ray_dir.y * cos ( ( *cam_dir ) . y ) ,
ray_dir.z
ray_dir.z
) ;
) ;
if ( any ( ray_dir == zeroed_float3 ) )
if ( any ( ray_dir == zeroed_float3 ) )
return ;
return ;
// Setup the voxel step based on what direction the ray is pointing
// Setup the voxel step based on what direction the ray is pointing
int3 voxel_step = {1, 1 , 1} ;
// Correct opencl for being stupid and giving us negative for true
voxel_step *= ( ray_dir > 0 ) - ( ray_dir < 0 ) ;
int3 voxel_step = ( -1 , -1 , -1 ) * ( ( ray_dir > 0 ) - ( ray_dir < 0 ) ) ;
// Setup the voxel coords from the camera origin
// Setup the voxel coords from the camera origin
// rtn = round towards negative
int3 voxel = convert_int3_rtn ( *cam_pos ) ;
int3 voxel = convert_int3_rtn ( *cam_pos ) ;
//voxel = voxel + convert_int3 ( *cam_pos < 0.0f ) ;
//voxel = voxel + convert_int3 ( *cam_pos < 0.0f ) ;
@ -287,12 +307,11 @@ __kernel void raycaster(
float3 delta_t = fabs ( 1.0f / ray_dir ) ;
float3 delta_t = fabs ( 1.0f / ray_dir ) ;
// Intersection T is the collection of the next intersection points
// Intersection T is the collection of the next intersection points
// for all 3 axis XYZ. We take the full posi tive cardinality when
// for all 3 axis XYZ. We take the full nega tive cardinality when
// subtracting the floor, so we must transfer the sign over from
// subtracting the floor, so we must transfer the sign over from
// the voxel step
// the voxel step
float3 offset = delta_t * ( floor ( *cam_pos ) - ( *cam_pos ) ) ;
float3 offset = delta_t * ( ( *cam_pos ) - ceil ( *cam_pos ) ) ;
float3 intersection_t = offset * convert_float3 ( voxel_step ) ;
float3 intersection_t = offset* convert_float3 ( voxel_step ) ;
// When we transfer the sign over, we get the correct direction of
// When we transfer the sign over, we get the correct direction of
// the offset, but we merely transposed over the value instead of mirroring
// the offset, but we merely transposed over the value instead of mirroring
@ -325,7 +344,7 @@ __kernel void raycaster(
octree_attachment_buffer,
octree_attachment_buffer,
settings_buffer ) ;
settings_buffer ) ;
int jump_power = ( int ) log2( ( float ) vox_dim ) - traversal_state.scale ;
int jump_power = ( int ) pow( ( float ) 2 , log2( ( float ) vox_dim ) - ( float ) traversal_state.scale ) ;
int prev_jump_power = jump_power ;
int prev_jump_power = jump_power ;
int3 last_oct_pos = ( 0 ) ;
int3 last_oct_pos = ( 0 ) ;
// TODO: DEBUG
// TODO: DEBUG
@ -334,209 +353,210 @@ __kernel void raycaster(
// Andrew Woo 's raycasting algo
// Andrew Woo 's raycasting algo
while ( distance_traveled < max_distance && bounce_count < 2 ) {
while ( distance_traveled < max_distance && bounce_count < 2 ) {
if ( jump_power == 2 ) {
color_accumulator = mix ( ( 1.0f, 1.0f, 1.0f, 1.0f ) , ( 1.0f, 1.0f, 1.0f, 1.0f ) , 1.0f - max ( distance_traveled / 700.0f, 0.0f ) ) ;
color_accumulator.w *= 4 ;
break ;
}
// If we hit a voxel
// If we hit a voxel
if ( setting ( OCTENABLED ) == 0 && voxel.x < ( *map_dim ) . x/2 && voxel.y < ( *map_dim ) . x/2 && voxel.z < ( *map_dim ) . x/2 ) {
if ( setting ( OCTENABLED ) == 0 && voxel.x < ( *map_dim ) . x/2 && voxel.y < ( *map_dim ) . x/2 && voxel.z < ( *map_dim ) . x ) {
//if ( setting ( OCTENABLED ) == 0 && voxel.x < ( *map_dim ) . x && voxel.y < ( *map_dim ) . x && voxel.z < ( *map_dim ) . x ) {
// // traversal_state = get_oct_vox (
// // voxel,
// // octree_descriptor_buffer,
// // octree_attachment_lookup_buffer,
// // octree_attachment_buffer,
// // settings_buffer ) ;
// if ( traversal_state.found ) {
// voxel_data = 5 ;
// } else {
// voxel_data = 0 ;
// }
//
// Fancy no branch version of the logic step
face_mask = 1 + ( intersection_t.xyz <= min ( intersection_t.yzx, intersection_t.zxy ) ) ;
prev_jump_power = jump_power ;
voxel.xyz += voxel_step.xyz * jump_power * face_mask.xyz ;
// Test for out of bounds contions, add fog
if ( any ( voxel >= *map_dim ) | | any ( voxel < 0 ) ) {
voxel.xyz -= voxel_step.xyz * face_mask.xyz ;
color_accumulator = mix ( fog_color, voxel_color, 1.0f - max ( distance_traveled / 700.0f, 0.0f ) ) ;
color_accumulator.w *= 4 ;
break ;
}
traversal_state = get_oct_vox (
voxel,
octree_descriptor_buffer,
octree_attachment_lookup_buffer,
octree_attachment_buffer,
settings_buffer ) ;
// True will result in a -1 , e.g ( 0 , 0 , -1 ) so negate it to positive
face_mask = -1 * ( intersection_t.xyz <= min ( intersection_t.yzx, intersection_t.zxy ) ) ;
uchar prev_val = traversal_state.idx_stack[traversal_state.scale] ;
prev_jump_power = jump_power ;
uchar this_face_mask = 0 ;
// Check the voxel face that we traversed
// and increment the idx in the idx stack
if ( face_mask.x ) {
this_face_mask = idx_set_x_mask ;
}
else if ( face_mask.y ) {
this_face_mask = idx_set_y_mask ;
}
else if ( face_mask.z ) {
this_face_mask = idx_set_z_mask ;
}
traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask ;
// Mask index is the 1D index 'd value of the idx for interaction with the valid / leaf masks
voxel.xyz += voxel_step.xyz * jump_power * face_mask.xyz ;
uchar mask_index = traversal_state.idx_stack[traversal_state.scale] ;
// Whether or not the next oct we want to enter in the current CD 's valid mask is 1 or 0
// Test for out of bounds contions, add fog
bool is_valid = false ;
if ( any ( voxel >= *map_dim ) | | any ( voxel < 0 ) ) {
voxel.xyz -= voxel_step.xyz * jump_power * face_mask.xyz ;
color_accumulator = mix ( fog_color, voxel_color, 1.0f - max ( distance_traveled / 700.0f, 0.0f ) ) ;
color_accumulator.w *= 4 ;
break ;
}
// TODO: Rework this logic so we don 't have this bodgy if
uchar prev_val = traversal_state.idx_stack[traversal_state.scale] ;
if ( mask_index > prev_val )
uchar this_face_mask = 0 ;
is_valid = ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & mask_8[mask_index] ;
// Check to see if the idx increased or decreased
// Check the voxel face that we traversed
// If it decreased
if ( face_mask.x ) {
// Pop up the stack until the oct that the idx flip is valid and we landed on a valid oct
this_face_mask = idx_set_x_mask ;
}
else if ( face_mask.y ) {
this_face_mask = idx_set_y_mask ;
}
else if ( face_mask.z ) {
this_face_mask = idx_set_z_mask ;
}
failsafe = 0 ;
// and increment the idx in the idx stack
while ( mask_index < prev_val | | !is_valid ) {
traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask ;
jump_power *= 2 ;
// Mask index is the 1D index 'd value of the idx for interaction with the valid / leaf masks
uchar mask_index = traversal_state.idx_stack[traversal_state.scale] ;
// Keep track of the 0th edge of our current oct
// Whether or not the next oct we want to enter in the current CD 's valid mask is 1 or 0
traversal_state.oct_pos.x = floor ( ( float ) ( voxel.x / 2 ) ) * jump_power ;
bool is_valid = false ;
traversal_state.oct_pos.y = floor ( ( float ) ( voxel.y / 2 ) ) * jump_power ;
traversal_state.oct_pos.z = floor ( ( float ) ( voxel.z / 2 ) ) * jump_power ;
// Clear and pop the idx stack
// Check to see if the idx increased or decreased
traversal_state.idx_stack[traversal_state.scale] = 0 ;
// If it decreased, thus invalid
// Pop up the stack until the oct that the idx flip is valid and we landed on a valid oct
failsafe = 0 ;
if ( mask_index > prev_val ) // TODO: Rework this logic so we don 't have this bodgy if
is_valid = ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & mask_8[mask_index] ;
// Scale is now set to the oct above. Be wary of this
while ( mask_index < prev_val | | !is_valid ) {
traversal_state.scale-- ;
// Update the prev_val for our new idx
jump_power *= 2 ;
prev_val = traversal_state.idx_stack[traversal_state.scale] ;
// Clear and pop the parent stack, maybe off by one error?
// Keep track of the 0th edge of our current oct
traversal_state.parent_stack_index[traversal_state.parent_stack_position] = 0 ;
traversal_state.oct_pos.x = floor ( ( float ) ( voxel.x / 2 ) ) * jump_power ;
traversal_state.parent_stack[traversal_state.parent_stack_position] = 0 ;
traversal_state.oct_pos.y = floor ( ( float ) ( voxel.y / 2 ) ) * jump_power ;
traversal_state.parent_stack_position-- ;
traversal_state.oct_pos.z = floor ( ( float ) ( voxel.z / 2 ) ) * jump_power ;
// Set the current CD to the one on top of the stack
// Clear and pop the idx stack
traversal_state.current_descriptor =
traversal_state.idx_stack[traversal_state.scale] = 0 ;
traversal_state.parent_stack[traversal_state.parent_stack_position] ;
// Apply the face mask to the new idx for the while check
// Scale is now set to the oct above. Be wary of this
traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask ;
traversal_state.scale-- ;
// Get the mask index of the new idx and check the valid status
// Update the prev_val for our new idx
mask_index = traversal_state.idx_stack[traversal_state.scale] ;
prev_val = traversal_state.idx_stack[traversal_state.scale] ;
is_valid = ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & mask_8[mask_index] ;
failsafe++ ;
// Clear and pop the parent stack, maybe off by one error?
if ( failsafe > 20 )
traversal_state.parent_stack_index[traversal_state.parent_stack_position] = 0 ;
break ;
traversal_state.parent_stack[traversal_state.parent_stack_position] = 0 ;
}
traversal_state.parent_stack_position--;
// At this point parent_stack[position] is at the CD of an oct with a
// Set the current CD to the one on top of the stack
// valid oct at the leaf indicated by the current idx in the idx stack scale
traversal_state.current_descriptor =
traversal_state.parent_stack[traversal_state.parent_stack_position] ;
failsafe = 0 ;
// Apply the face mask to the new idx for the while check
// While we haven 't bottomed out and the oct we 're looking at is valid
traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask ;
while ( jump_power > 1 && is_valid ) {
// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
// Get the mask index of the new idx and check the valid status
traversal_state.scale++ ;
mask_index = traversal_state.idx_stack[traversal_state.scale] ;
jump_power /= 2 ;
is_valid = ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & mask_8[mask_index] ;
// Count the number of valid octs that come before and add it to the index to get the position
failsafe++ ;
// Negate it by one as it counts itself
if ( failsafe > 50 )
int count = popcount ( ( uchar ) ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & count_mask_8[mask_index] ) - 1 ;
break ;
}
// At this point parent_stack[position] is at the CD of an oct with a
// valid oct at the leaf indicated by the current idx in the idx stack scale
//TODO: REWORK THIS IF STATEMENT, PERF KILLER
failsafe = 0 ;
// While we haven 't bottomed out and the oct we 're looking at is valid
while ( jump_power > 1 && is_valid ) {
// If this CD had the far bit set
// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
if ( far_bit_mask & octree_descriptor_buffer[traversal_state.parent_stack_index[traversal_state.parent_stack_position]] ) {
traversal_state.scale++ ;
jump_power /= 2 ;
// access the far point at which the head points too. Determine it 's value, and add
// Count the number of valid octs that come before and add it to the index to get the position
// the count of the valid bits in the current CD to the index
// Negate it by one as it counts itself
uint far_pointer_index =
int count = popcount ( ( uchar ) ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & count_mask_8[mask_index] ) - 1 ;
traversal_state.parent_stack_index[traversal_state.parent_stack_position] + // current index +
( traversal_state.parent_stack[traversal_state.parent_stack_position] & child_pointer_mask ) ; // the relative prt to the far ptr
// Get the absolute ptr from the far ptr and add the count to get the CD that we want
traversal_state.parent_stack_index[traversal_state.parent_stack_position + 1] = octree_descriptor_buffer[far_pointer_index] + count ;
}
// If this CD doesn 't have the far bit set, access the element at which head points to
// and then add the specified number of indices to get to the correct child descriptor
else {
traversal_state.parent_stack_index[traversal_state.parent_stack_position + 1] =
traversal_state.parent_stack_index[traversal_state.parent_stack_position] + // The current index to this CD
( traversal_state.parent_stack[traversal_state.parent_stack_position] & child_pointer_mask ) + count ; // The relative dist + the number of bits that were valid
}
// Now that we have the index set we can increase our parent stack position to the next level and
//TODO: REWORK THIS IF STATEMENT, PERF KILLER
// retrieve the value of its CD
traversal_state.parent_stack_position++ ;
traversal_state.parent_stack[traversal_state.parent_stack_position] = octree_descriptor_buffer[traversal_state.parent_stack_index[traversal_state.parent_stack_position]] ;
// Unlike the single shot DFS, it makes a bit more sense to have this at the tail of the while loop
// If this CD had the far bit set
// Do the logic steps to find which sub oct we step down into
if ( far_bit_mask & octree_descriptor_buffer[traversal_state.parent_stack_index[traversal_state.parent_stack_position]] ) {
if ( voxel.x >= ( jump_power / 2 ) + traversal_state.oct_pos.x ) {
// Set our voxel position to the ( 0 , 0 ) of the correct oct
// access the far point at which the head points too. Determine it 's value, and add
traversal_state.oct_pos.x += ( jump_power / 2 ) ;
// the count of the valid bits in the current CD to the index
uint far_pointer_index =
traversal_state.parent_stack_index[traversal_state.parent_stack_position] + // current index +
( traversal_state.parent_stack[traversal_state.parent_stack_position] & child_pointer_mask ) ; // the relative prt to the far ptr
// Set the idx to represent the move
// Get the absolute ptr from the far ptr and add the count to get the CD that we want
traversal_state.idx_stack[traversal_state.scale] | = idx_set_x_mask ;
traversal_state.parent_stack_index[traversal_state.parent_stack_position + 1] = octree_descriptor_buffer[far_pointer_index] + count ;
}
// If this CD doesn 't have the far bit set, access the element at which head points to
// and then add the specified number of indices to get to the correct child descriptor
else {
traversal_state.parent_stack_index[traversal_state.parent_stack_position + 1] =
traversal_state.parent_stack_index[traversal_state.parent_stack_position] + // The current index to this CD
( traversal_state.parent_stack[traversal_state.parent_stack_position] & child_pointer_mask ) + count ; // The relative dist + the number of bits that were valid
}
}
// Now that we have the index set we can increase our parent stack position to the next level and
if ( voxel.y >= ( jump_power / 2 ) + traversal_state.oct_pos.y ) {
// retrieve the value of its CD
traversal_state.parent_stack_position++ ;
traversal_state.parent_stack[traversal_state.parent_stack_position] = octree_descriptor_buffer[traversal_state.parent_stack_index[traversal_state.parent_stack_position]] ;
traversal_state.oct_pos.y += ( jump_power / 2 ) ;
// Unlike the single shot DFS, it makes a bit more sense to have this at the tail of the while loop
traversal_state.idx_stack[traversal_state.scale] | = idx_set_y_mask ;
// Do the logic steps to find which sub oct we step down into
}
if ( voxel.x >= ( jump_power / 2 ) + traversal_state.oct_pos.x ) {
if ( voxel.z >= ( jump_power / 2 ) + traversal_state.oct_pos.z ) {
traversal_state.oct_pos.z += ( jump_power / 2 ) ;
// Set our voxel position to the ( 0 , 0 ) of the correct oct
traversal_state.idx_stack[traversal_state.scale] | = idx_set_z_mask ;
traversal_state.oct_pos.x += ( jump_power / 2 ) ;
}
// Update the mask index with the new voxel we walked down to, and then check it 's valid status
// Set the idx to represent the move
mask_index = traversal_state.idx_stack[traversal_state.scale] ;
traversal_state.idx_stack[traversal_state.scale] | = idx_set_x_mask ;
is_valid = ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & mask_8[mask_index] ;
failsafe++ ;
if ( failsafe > 20 )
break ;
}
}
if ( voxel.y >= ( jump_power / 2 ) + traversal_state.oct_pos.y ) {
// intersection_t += delta_t * jump_power * fabs ( convert_float3 ( face_mask.xyz ) ) ;
traversal_state.oct_pos.y += ( jump_power / 2 ) ;
//
traversal_state.idx_stack[traversal_state.scale] | = idx_set_y_mask ;
// //int3 other_faces = face_mask == 1 ? 1 : -1 ;
}
// int3 other_faces = select ( ( int3 ) ( 1 , 1 , 1 ) , ( int3 ) ( 0 , 0 , 0 ) , ( int3 ) ( face_mask == 1 ) ) ;
if ( voxel.z >= ( jump_power / 2 ) + traversal_state.oct_pos.z ) {
// //int3 added_diff = last_oct_pos + prev_jump_power - traversal_state.oct_pos ;
//
traversal_state.oct_pos.z += ( jump_power / 2 ) ;
// uint3 multiplier = ( 1 , 1 , 1 ) ;//convert_uint3(abs(traversal_state.oct_pos - last_oct_pos) * (1.0f/prev_jump_power));
traversal_state.idx_stack[traversal_state.scale] | = idx_set_z_mask ;
//
// last_oct_pos = traversal_state.oct_pos ;
//
// intersection_t -= delta_t * prev_jump_power * convert_float3 ( other_faces.xyz ) ;
// intersection_t += delta_t * convert_float3 ( multiplier ) * jump_power * fabs ( convert_float3 ( other_faces.xyz ) ) ;
if ( traversal_state.scale == 1 && is_valid ) {
//voxel.xyz -= voxel_step.xyz * face_mask.xyz ;
color_accumulator = mix ( ( 1.0f, 1.0f, 1.0f, 1.0f ) , ( 1.0f, 1.0f, 1.0f, 1.0f ) , 1.0f - max ( distance_traveled / 700.0f, 0.0f ) ) ;
color_accumulator.w *= 4 ;
break ;
}
}
//voxel_data = map[voxel.x + ( *map_dim ) . x * ( voxel.y + ( *map_dim ) . z * ( voxel.z ) ) ] ;
} else {
// Update the mask index with the new voxel we walked down to, and then check it 's valid status
// Fancy no branch version of the logic step
mask_index = traversal_state.idx_stack[traversal_state.scale] ;
face_mask = intersection_t.xyz <= min ( intersection_t.yzx, intersection_t.zxy ) ;
is_valid = ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & mask_8[mask_index] ;
intersection_t += delta_t * fabs ( convert_float3 ( face_mask.xyz ) ) ;
failsafe++ ;
if ( failsafe > 50 )
break ;
}
// Add the delta for the jump power and the traversed face
intersection_t += delta_t * jump_power * fabs ( convert_float3 ( face_mask.xyz ) ) ;
// Get the other faces
int3 other_faces = select ( ( int3 ) ( 1 , 1 , 1 ) , ( int3 ) ( 0 , 0 , 0 ) , ( int3 ) ( face_mask == 1 ) ) ;
// Get the amount of times we need to multiply the delta t to get to our face
uint3 multiplier = convert_uint3 ( abs ( traversal_state.oct_pos - last_oct_pos ) * ( 1.0f/prev_jump_power ) ) ;
last_oct_pos = traversal_state.oct_pos ;
// Go back to the beginning intersection t 's for the non traversed faces
intersection_t -= delta_t * prev_jump_power * convert_float3 ( other_faces.xyz ) ;
// add back the intersection for our current jump power
intersection_t += delta_t * convert_float3 ( multiplier ) * jump_power * fabs ( convert_float3 ( other_faces.xyz ) ) ;
if ( traversal_state.scale == 1 && is_valid ) {
voxel_data = 5 ;
//voxel.xyz -= voxel_step.xyz * face_mask.xyz ;
color_accumulator = mix ( ( 1.0f, 1.0f, 1.0f, 1.0f ) , ( 1.0f, 1.0f, 1.0f, 1.0f ) , 1.0f - max ( distance_traveled / 700.0f, 0.0f ) ) ;
color_accumulator.w *= 4 ;
break ;
}
//voxel_data = map[voxel.x + ( *map_dim ) . x * ( voxel.y + ( *map_dim ) . z * ( voxel.z ) ) ] ;
} else {
// True will result in a -1 , e.g ( 0 , 0 , -1 ) so negate it to positive
face_mask = -1 * ( intersection_t.xyz <= min ( intersection_t.yzx, intersection_t.zxy ) ) ;
intersection_t += delta_t * convert_float3 ( face_mask.xyz ) ;
voxel.xyz += voxel_step.xyz * face_mask.xyz ;
voxel.xyz += voxel_step.xyz * face_mask.xyz ;
// Test for out of bounds contions, add fog
// Test for out of bounds contions, add fog
@ -551,14 +571,17 @@ __kernel void raycaster(
if ( voxel_data == 5 | | voxel_data == 6 ) {
if ( voxel_data == 5 | | voxel_data == 6 ) {
// Determine where on the 2d plane the ray intersected
// Determine where on the 2d plane the ray intersected
face_position = zeroed_float3 ;
face_position = zeroed_float3 ;
tile_face_position = zeroed_float2 ;
tile_face_position = zeroed_float2 ;
// Collect the sign of the face hit for ray redirection
sign = ( 1.0f, 1.0f, 1.0f ) ;
sign = ( 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 ;
sign.x *= -1.0 ;
@ -573,7 +596,7 @@ __kernel void raycaster(
face_position = ( float3 ) ( 1.00001f, y_percent, z_percent ) ;
face_position = ( float3 ) ( 1.00001f, y_percent, z_percent ) ;
tile_face_position = face_position.yz ;
tile_face_position = face_position.yz ;
}
}
else if ( face_mask.y == - 1) {
else if ( face_mask.y == 1) {
sign.y *= -1.0 ;
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 ;
@ -582,7 +605,7 @@ __kernel void raycaster(
tile_face_position = face_position.xz ;
tile_face_position = face_position.xz ;
}
}
else if ( face_mask.z == - 1) {
else if ( face_mask.z == 1) {
sign.z *= -1.0 ;
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 ;
@ -608,14 +631,14 @@ __kernel void raycaster(
// We run into the Hairy ball problem, so we need to define
// We run into the Hairy ball problem, so we need to define
// a special case for the zmask
// a special case for the zmask
if ( face_mask.z == - 1) {
if ( face_mask.z == 1) {
tile_face_position.x = 1.0f - tile_face_position.x ;
tile_face_position.x = 1.0f - tile_face_position.x ;
tile_face_position.y = 1.0f - tile_face_position.y ;
tile_face_position.y = 1.0f - tile_face_position.y ;
}
}
}
}
face_position.z = select ( ( face_position.z ) , ( -face_position.z + 1.0f ) , ( int ) ( ray_dir.z > 0 ) ) ;
face_position.z = select ( ( face_position.z ) , ( -face_position.z + 1.0f ) , -1 * ( int ) ( ray_dir.z > 0 ) ) ;
tile_face_position.y = select ( ( tile_face_position.y ) , ( -tile_face_position.y + 1.0f ) , ( int ) ( ray_dir.z < 0 ) ) ;
tile_face_position.y = select ( ( tile_face_position.y ) , ( -tile_face_position.y + 1.0f ) , -1 * ( int ) ( ray_dir.z < 0 ) ) ;
// 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
@ -647,10 +670,10 @@ __kernel void raycaster(
return ;
return ;
voxel -= voxel_step * face_mask ;
voxel -= voxel_step * face_mask ;
voxel_step = ( 1, 1, 1 ) * ( ( ray_dir > 0 ) - ( ray_dir < 0 ) ) ;
voxel_step = ( - 1, - 1, - 1 ) * ( ( ray_dir > 0 ) - ( ray_dir < 0 ) ) ;
delta_t = fabs ( 1.0f / ray_dir ) ;
delta_t = fabs ( 1.0f / ray_dir ) ;
intersection_t = delta_t * ( ( hit_pos ) - floor( hit_pos ) ) * convert_float3 ( voxel_step ) ;
intersection_t = delta_t * ( ( hit_pos ) - floor( hit_pos ) ) * convert_float3 ( voxel_step ) ;
intersection_t += delta_t * -convert_float3 ( isless ( intersection_t, 0 ) ) ;
intersection_t += delta_t * -convert_float3 ( isless ( intersection_t, 0 ) ) ;
// REFLECTION
// REFLECTION
@ -670,8 +693,7 @@ __kernel void raycaster(
return ;
return ;
voxel -= voxel_step * face_mask ;
voxel -= voxel_step * face_mask ;
voxel_step = ( 1 , 1 , 1 ) ;
voxel_step = ( -1 , -1 , -1 ) * ( ray_dir > 0 ) - ( ray_dir < 0 ) ;
voxel_step *= ( ray_dir > 0 ) - ( ray_dir < 0 ) ;
delta_t = fabs ( 1.0f / ray_dir ) ;
delta_t = fabs ( 1.0f / ray_dir ) ;
intersection_t = delta_t * ( ( hit_pos ) -floor ( hit_pos ) ) * convert_float3 ( voxel_step ) ;
intersection_t = delta_t * ( ( hit_pos ) -floor ( hit_pos ) ) * convert_float3 ( voxel_step ) ;