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@ -372,6 +372,8 @@ __kernel void raycaster(
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float3 sign = (0,0,0);
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float4 first_strike = (0,0,0,0);
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bool shadow_ray = false;
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// Andrew Woo's raycasting algo
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while (distance_traveled < max_distance && bounce_count < 2) {
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@ -381,16 +383,14 @@ __kernel void raycaster(
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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(distance_traveled / 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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if (any(voxel < 0)) {
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write_imagef(image, pixel, white_light(mix(fog_color, overshoot_color_2, 1.0 - max(distance_traveled / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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return;
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if (any(voxel >= *map_dim) || any(voxel < 0)){
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voxel_data = 5;
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voxel.xyz -= voxel_step.xyz * face_mask.xyz;
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first_strike = mix(fog_color, voxel_color, 1.0 - max(distance_traveled / 700.0f, (float)0));
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}
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// If we hit a voxel
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// if (voxel.x < 128 && voxel.y < 128 && voxel.z < 128){
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// if (get_oct_vox(
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@ -411,6 +411,7 @@ __kernel void raycaster(
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if (voxel_data != 0) {
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// Determine where on the 2d plane the ray intersected
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face_position = (float3)(0);
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tile_face_position = (float2)(0);
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@ -490,110 +491,88 @@ __kernel void raycaster(
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// (int4)((voxel_data == 5) - 1)
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// );
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if (bounce_count == 0){
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voxel_color = (float4)read_imagef(
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// SHADOWING
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if (voxel_data == 5 && !shadow_ray){
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shadow_ray = true;
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voxel_color.xyz += (float3)read_imagef(
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texture_atlas,
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convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
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convert_int2((float2)(3, 0) * convert_float2(*atlas_dim / *tile_dim))
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);
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).xyz/2;
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voxel_color.w = 0.0f;
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//voxel_color.w = 0.0f;
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first_strike = view_light(
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voxel_color,
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(convert_float3(voxel) + face_position) - (float3)(lights[4], lights[5], lights[6]),
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(float4)(lights[0], lights[1], lights[2], lights[3]),
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(convert_float3(voxel) + face_position) - (*cam_pos),
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face_mask * voxel_step
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);
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max_distance = 10;
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voxel_color,
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(convert_float3(voxel) + face_position) - (float3)(lights[4], lights[5], lights[6]),
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(float4)(lights[0], lights[1], lights[2], lights[3]),
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(convert_float3(voxel) + face_position) - (*cam_pos),
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face_mask * voxel_step
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);
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max_distance = DistanceBetweenPoints(convert_float3(voxel), (float3)(lights[4], lights[5], lights[6]));
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distance_traveled = 0;
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} else {
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// voxel_color = (float4)read_imagef(
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// texture_atlas,
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// convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
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// convert_int2((float2)(3, 0) * convert_float2(*atlas_dim / *tile_dim))
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// );
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voxel_color.w = 0.2f;
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first_strike = white_light(voxel_color, (float3)(1.0f, 1.0f, 1.0f), face_mask);
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}
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//
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// voxel_color = select(
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// (float4)(0.0f, 0.239f, 0.419f, 0.0f),
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// (float4)read_imagef(
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// texture_atlas,
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// convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
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// convert_int2((float2)(3, 0) * convert_float2(*atlas_dim / *tile_dim))
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// ),
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// (int4)((voxel_data == 6) - 1)
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// );
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos);
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if (any(ray_dir == (0.0f,0.0f,0.0f)))
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return;
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// The new direction of the ray
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// The list of lights and their distances
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voxel -= voxel_step * face_mask;
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voxel_step = ( 1, 1, 1 );
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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// a way to accumulate color and light intensity through multiple bounces??
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// Only for indirect lighting and refraction
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//
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//voxel = convert_int3(hit_pos);
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos);
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if (any(ray_dir == (0.0f,0.0f,0.0f)))
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return;
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delta_t = fabs(1.0f / ray_dir);
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intersection_t = delta_t * ((hit_pos)-floor(hit_pos)) * convert_float3(voxel_step);
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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voxel -= voxel_step * face_mask;
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voxel_step = ( 1, 1, 1 );
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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// REFLECTION
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} else if (voxel_data == 6 && !shadow_ray) {
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//voxel = convert_int3(hit_pos);
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voxel_color.xyz += (float3)read_imagef(
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texture_atlas,
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convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
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convert_int2((float2)(3, 4) * convert_float2(*atlas_dim / *tile_dim))
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).xyz/2;
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delta_t = fabs(1.0f / ray_dir);
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intersection_t = delta_t * ((hit_pos)-floor(hit_pos)) * convert_float3(voxel_step);
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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voxel_color.w += 0.3f;
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max_distance = 500;
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distance_traveled = 0;
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bounce_count += 1;
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir *= sign;
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if (any(ray_dir == (0.0f,0.0f,0.0f)))
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return;
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// max_distance = DistanceBetweenPoints(convert_float3(voxel) + face_position, (float3)(lights[4], lights[5], lights[6]));
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voxel -= voxel_step * face_mask;
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voxel_step = ( 1, 1, 1 );
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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// // This has a very large performance hit, I assume CL doesn't really
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// like calling into other functions with lots of state.
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// if (cast_light_intersection_ray(
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// map,
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// map_dim,
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// normalize((float3)(lights[4], lights[5], lights[6]) - (convert_float3(voxel) + face_position)),
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// (convert_float3(voxel) + face_position),
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// lights,
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// light_count
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// )) {
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//
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// // If the light ray intersected an object on the way to the light point
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// write_imagef(image, pixel, white_light(voxel_color, (float3)(1.0f, 1.0f, 1.0f), face_mask));
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// return;
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// }
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//voxel = convert_int3(hit_pos);
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delta_t = fabs(1.0f / ray_dir);
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intersection_t = delta_t * ((hit_pos)-floor(hit_pos)) * convert_float3(voxel_step);
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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bounce_count += 1;
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//return;
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// SHADOW RAY HIT
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} else {
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max_distance = 0;
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distance_traveled = 1;
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}
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}
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distance_traveled++;
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}
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write_imagef(
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image,
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pixel,
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first_strike
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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) + face_position) - (float3)(lights[4], lights[5], lights[6]),
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// (float4)(lights[0], lights[1], lights[2], lights[3]),
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// (convert_float3(voxel) + face_position) - (*cam_pos),
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// face_mask * voxel_step
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// )
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// );
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);
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return;
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}
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