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@ -13,15 +13,98 @@ float4 white_light(float4 input, float3 light, int3 mask) {
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}
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}
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bool cast_light_intersection_ray(
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global char* map,
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global int3* map_dim,
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float3 ray_dir,
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float3 ray_pos,
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global float* lights,
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global int* light_count
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){
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// Setup the voxel step based on what direction the ray is pointing
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int3 voxel_step = { 1, 1, 1 };
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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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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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 = ((ray_pos) - floor(ray_pos)) * convert_float3(voxel_step);
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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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float3 intersection_t = delta_t * offset;
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// for negative values, wrap around the delta_t, rather not do this
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// component wise, but it doesn't appear to want to work
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if (intersection_t.x < 0) {
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intersection_t.x += delta_t.x;
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}
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if (intersection_t.y < 0) {
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intersection_t.y += delta_t.y;
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}
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if (intersection_t.z < 0) {
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intersection_t.z += delta_t.z;
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}
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// Hard cut-off for how far the ray can travel
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int max_dist = 800;
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int dist = 0;
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int3 face_mask = { 0, 0, 0 };
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// Andrew Woo's raycasting algo
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do {
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// If we hit a voxel
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int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z));
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int voxel_data = map[index];
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if (voxel_data != 0) {
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return true;
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}
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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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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// If the ray went out of bounds
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int3 overshoot = voxel <= *map_dim;
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int3 undershoot = voxel > 0;
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if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0) {
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return false;
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}
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if (undershoot.z == 0) {
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return false;
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}
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dist++;
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} while (dist < 700);
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return false;
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}
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float4 view_light(float4 in_color, float3 light, float3 view, int3 mask) {
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float4 view_light(float4 in_color, float3 light, float3 view, int3 mask) {
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float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f);
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float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f);
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in_color += diffuse * 0.5;
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if (dot(light, normalize(convert_float3(mask))) > 0.0)
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if (dot(light, normalize(convert_float3(mask))) > 0.0)
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{
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{
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float3 halfwayVector = normalize(normalize(light) + normalize(view));
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float3 halfwayVector = normalize(normalize(light) + normalize(view));
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float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
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float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
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return in_color + pow(specTmp, 1.0f) * 0.01 +diffuse * 0.5;
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in_color += pow(specTmp, 1.0f) * 0.01;
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}
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}
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//float3 halfwayDir = normalize(normalize(view) + normalize(light));
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//float3 halfwayDir = normalize(normalize(view) + normalize(light));
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@ -31,9 +114,7 @@ float4 view_light(float4 in_color, float3 light, float3 view, int3 mask) {
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}
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}
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void cast_ray(float3 ray_origin, float3 ray_direction) {
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}
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@ -154,6 +235,7 @@ __kernel void raycaster(
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ray_dir.z
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ray_dir.z
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);
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);
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// Setup the voxel step based on what direction the ray is pointing
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// Setup the voxel step based on what direction the ray is pointing
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int3 voxel_step = {1, 1, 1};
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int3 voxel_step = {1, 1, 1};
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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@ -195,6 +277,7 @@ __kernel void raycaster(
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float4 voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
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float4 voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
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float4 overshoot_color = { 0.25, 0.48, 0.52, 0.8 };
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float4 overshoot_color = { 0.25, 0.48, 0.52, 0.8 };
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// Andrew Woo's raycasting algo
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// Andrew Woo's raycasting algo
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do {
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do {
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@ -221,13 +304,37 @@ __kernel void raycaster(
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int voxel_data = map[index];
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int voxel_data = map[index];
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if (voxel_data != 0) {
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if (voxel_data != 0) {
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switch (voxel_data) {
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switch (voxel_data) {
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case 5:
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case 5:
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//write_imagef(image, pixel, (float4)(0.40, 0.00, 0.40, 0.2));
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// write_imagef(image, pixel, (float4)(0.90, 0.00, 0.40, 0.9));
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write_imagef(image, pixel, view_light(voxel_color, (convert_float3(voxel) + offset) - (float3)(lights[4], lights[5], lights[6]), (convert_float3(voxel) + offset) - (*cam_pos), face_mask));
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//write_imagef(image, pixel, white_light(mix(fog_color, voxel_color, 1.0 - max((dist/700.0f) - 0.3f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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if (!cast_light_intersection_ray(
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map,
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map_dim,
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(float3)(lights[4], lights[5], lights[6]) - (convert_float3(voxel) + offset),
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(convert_float3(voxel) + offset + convert_float3(face_mask)/10.0f),
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lights,
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light_count
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)) {
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write_imagef(image, pixel, (float4)(0.90, 0.00, 0.40, 0.9));
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return;
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}
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write_imagef(
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image,
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pixel,
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view_light(
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voxel_color,
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(convert_float3(voxel) + offset) - (float3)(lights[4], lights[5], lights[6]),
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(convert_float3(voxel) + offset) - (*cam_pos),
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face_mask * voxel_step
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)
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);
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return;
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return;
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float3 vox = convert_float3(voxel);
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float3 vox = convert_float3(voxel);
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@ -250,7 +357,7 @@ __kernel void raycaster(
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case 6:
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case 6:
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write_imagef(image, pixel, view_light((float4)(0.0, 0.239, 0.419, 0.3), (convert_float3(voxel) + offset) - (float3)(lights[4], lights[5], lights[6]), (convert_float3(voxel) + offset) - (*cam_pos), face_mask));
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write_imagef(image, pixel, view_light((float4)(0.0, 0.239, 0.419, 0.3), (convert_float3(voxel) + offset) - (float3)(lights[4], lights[5], lights[6]), (convert_float3(voxel) + offset) - (*cam_pos), face_mask * voxel_step));
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//write_imagef(image, pixel, white_light(mix((float4)(0.73, 0.81, 0.89, 0.6), (float4)(0.0, 0.239, 0.419, 0.3), 1.0 - max((dist / 700.0f) - 0.3f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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//write_imagef(image, pixel, white_light(mix((float4)(0.73, 0.81, 0.89, 0.6), (float4)(0.0, 0.239, 0.419, 0.3), 1.0 - max((dist / 700.0f) - 0.3f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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return;
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return;
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