diff --git a/kernels/ray_caster_kernel.cl b/kernels/ray_caster_kernel.cl index 086c144..24623d4 100644 --- a/kernels/ray_caster_kernel.cl +++ b/kernels/ray_caster_kernel.cl @@ -208,13 +208,16 @@ __kernel void raycaster( // traverse an integer split float3 delta_t = fabs(1.0f / ray_dir); - // offset is how far we are into a voxel, enables sub voxel movement // Intersection T is the collection of the next intersection points - // for all 3 axis XYZ. - // delta_t * offset = intersection_t - float3 intersection_t = delta_t * ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step); - - // for negative values, wrap around the delta_t + // for all 3 axis XYZ. We take the full positive cardinality when + // subtracting the floor, so we must transfer the sign over from + // the voxel step + float3 intersection_t = delta_t * ((*cam_pos) - ceil(*cam_pos)) * convert_float3(voxel_step); + // When we transfer the sign over, we get the correct direction of + // the offset, but we merely transposed over the value instead of mirroring + // it over the axis like we want. So here, isless returns a boolean if intersection_t + // is less than 0 which dictates whether or not we subtract the delta which in effect + // mirrors the offset intersection_t -= delta_t * convert_float3(isless(intersection_t, 0)); int dist = 0; @@ -258,6 +261,10 @@ __kernel void raycaster( if (face_mask.x == -1) { sign.x *= -1.0; + + + // the next intersection for this plane - the last intersection of the passed plane / delta of this plane + // basically finds how far in on the other 2 axis we are when the ray traversed the plane 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; @@ -332,18 +339,25 @@ __kernel void raycaster( // } // Now either use the face position to retrieve a texture sample, or - // just a plain color for the voxel color - voxel_color = select((float4)voxel_color, - (float4)(0.0f, 0.239f, 0.419f, 0.0f), - (int4)(voxel_data == 6)); - - voxel_color = select((float4)read_imagef( - texture_atlas, - convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) + - convert_int2((float2)(0, 0) * convert_float2(*atlas_dim / *tile_dim)) - ), - (float4)(0.0f, 0.239f, 0.419f, 0.0f), - (int4)(voxel_data == 5)); + // just a plain color for the voxel color. Notice the JANK -1 after the + // conditionals in the select statement. That's because select works on negs + // and pos's. So a false equality will still eval as true as it is technically + // a positive result (0) + voxel_color = select( + (float4)(0.25f, 0.64f, 0.87f, 0.0f), + (float4)voxel_color, + (int4)((voxel_data == 5) - 1) + ); + + voxel_color = select( + (float4)(0.0f, 0.239f, 0.419f, 0.0f), + (float4)read_imagef( + texture_atlas, + convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) + + convert_int2((float2)(3, 0) * convert_float2(*atlas_dim / *tile_dim)) + ), + (int4)((voxel_data == 6) - 1) + ); voxel_color.w = 0.0f; diff --git a/src/main.cpp b/src/main.cpp index e6b2a6c..81fab04 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -130,7 +130,7 @@ int main() { LightPrototype prototype( sf::Vector3f(100.0f, 100.0f, 75.0f), sf::Vector3f(-1.0f, -1.0f, -1.5f), - sf::Vector4f(0.2f, 0.9f, 0.0f, 1.0f) + sf::Vector4f(0.4f, 0.4f, 0.4f, 1.0f) ); std::shared_ptr handle(light_controller.create_light(prototype)); diff --git a/src/map/Map.cpp b/src/map/Map.cpp index eae9bbf..92bc484 100644 --- a/src/map/Map.cpp +++ b/src/map/Map.cpp @@ -157,7 +157,7 @@ std::vector> Map::CastRayOctree( sf::Vector3i voxel(*cam_pos); // THIS DOES NOT HAVE TO RETURN TRUE ON FOUND - // This function when passed a "air" voxel will return as far down + // This function when passed an "air" voxel will return as far down // the IDX stack as it could go. We use this oct-level to determine // our first position and jump. Updating it as we go OctState traversal_state = octree->GetVoxel(voxel); @@ -210,21 +210,28 @@ std::vector> Map::CastRayOctree( delta_t *= static_cast(jump_power); - // offset is how far we are into a voxel, enables sub voxel movement - // Intersection T is the collection of the next intersection points - // for all 3 axis XYZ. - - // TODO: start here + // Whats the issue? + // Using traversal_scale // set intersection t to the current hierarchy level each time we change levels // and use that to step + + + // Intersection T is the collection of the next intersection points + // for all 3 axis XYZ. We take the full positive cardinality when + // subtracting the floor, so we must transfer the sign over from + // the voxel step sf::Vector3f intersection_t( delta_t.x * (cam_pos->y - floor(cam_pos->x)) * voxel_step.x, delta_t.y * (cam_pos->x - floor(cam_pos->y)) * voxel_step.y, delta_t.z * (cam_pos->z - floor(cam_pos->z)) * voxel_step.z ); - // for negative values, wrap around the delta_t + // When we transfer the sign over, we get the correct direction of + // the offset, but we merely transposed over the value instead of mirroring + // it over the axis like we want. So here, isless returns a boolean if intersection_t + // is less than 0 which dictates whether or not we subtract the delta which in effect + // mirrors the offset intersection_t.x -= delta_t.x * (std::isless(intersection_t.x, 0.0f)); intersection_t.y -= delta_t.y * (std::isless(intersection_t.y, 0.0f)); intersection_t.z -= delta_t.z * (std::isless(intersection_t.z, 0.0f)); @@ -273,7 +280,7 @@ std::vector> Map::CastRayOctree( // If we hit a voxel //voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))]; - voxel_data = getVoxel(voxel); +// voxel_data = getVoxel(voxel); travel_path.push_back(std::make_tuple(voxel, voxel_data)); if (voxel_data != 0) diff --git a/src/map/Old_Map.cpp b/src/map/Old_Map.cpp index c9cb63d..51889ac 100644 --- a/src/map/Old_Map.cpp +++ b/src/map/Old_Map.cpp @@ -234,7 +234,7 @@ void Old_Map::generate_terrain() { for (int y = 0; y < dimensions.y; y++) { // for (int z = 0; z < dimensions.z; z++) { //if (rand() % 1000 < 1) - voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 5; + voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6; // } } }