@ -112,16 +112,16 @@ int rand(int* seed) // 1 <= *seed < m
// ========================= OCTREE TRAVERSAL ==============================
struct TraversalState {
int3 sub_oct_pos ;
// 0 being the root node
int parent_stack_position ;
// Holds child descriptors and their indices in the oct array
ulong parent_stack[ 10 ];
ulong parent_stack_index[ 10 ];
ulong parent_stack[ 8 ];
ulong parent_stack_index[ 8 ];
// 0 being the root node
uchar scale ;
uchar idx_stack[ 10 ];
uchar idx_stack[ 8 ];
// current child descriptor for this node
ulong current_descriptor ;
@ -129,7 +129,7 @@ struct TraversalState {
// The position of the ( 0 , 0 ) th vox in an oct
int3 oct_pos ;
int3 sub_oct_pos ;
// The width in voxels of the current valid masks being tested
int resolution ;
@ -353,18 +353,10 @@ __kernel void raycaster(
convert_float3 ( ( traversal_state.sub_oct_pos - voxel.xyz ) * traversal_state.resolution/2 ) ;
// Andrew Woo 's raycasting algo
__attribute__ ( ( opencl_unroll_hint ( 1 ) ) ) ;
while ( distance_traveled < max_distance && bounce_count < 2 ) {
// Test for out of bounds contions, add fog
if ( any ( voxel >= *map_dim ) | | any ( voxel < 0 ) ) {
voxel.xyz -= voxel_step.xyz * jump_power * face_mask.xyz ;
color_accumulator = mix ( fog_color, ( 1.0f,0.3f,0.3f,1.0f ) , 1.0f ) - max ( distance_traveled / 10.0f, 0.0f ) ;
color_accumulator.w = 1.0f ;
break ;
}
if ( setting ( OCTENABLED ) == 0 && voxel.x < ( *map_dim ) . x && voxel.y < ( *map_dim ) . x && voxel.z < ( *map_dim ) . x ) {
if ( setting ( OCTENABLED ) == 0 ) {
// 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 ) ) ;
@ -414,6 +406,7 @@ __kernel void raycaster(
is_valid = ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & mask_8[mask_index] ;
failsafe = 0 ;
__attribute__ ( ( opencl_unroll_hint ( 1 ) ) ) ;
while ( mask_index < prev_val | | !is_valid ) {
// Clear and pop the idx stack
@ -433,7 +426,7 @@ __kernel void raycaster(
// Keep track of the 0th edge of our current oct, while keeping
// track of the sub_oct we 're coming from
traversal_state.sub_oct_pos = traversal_state.oct_pos ;
// traversal_state.sub_oct_pos = traversal_state.oct_pos ;
// select take the dumb MSB truth value for vector types
// so we just gotta do this component wise, dumb
@ -462,10 +455,15 @@ __kernel void raycaster(
// While we haven 't bottomed out and the oct we 're looking at is valid
failsafe = 0 ;
while ( jump_power > 1 && is_valid ) {
if ( jump_power == 8 && is_valid )
failsafe = 5 ;
if ( jump_power > 1 && is_valid )
failsafe = 1 ;
__attribute__ ( ( opencl_unroll_hint ( 1 ) ) ) ;
for ( ;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
traversal_state.scale++ ;
// Count the number of valid octs that come before and add it to the index to get the position
// Negate it by one as it counts itself
@ -506,51 +504,62 @@ __kernel void raycaster(
traversal_state.oct_pos.x += ( jump_power ) ;
// Set the idx to represent the move
traversal_state.idx_stack[traversal_state.scale +1 ] | = idx_set_x_mask ;
traversal_state.idx_stack[traversal_state.scale ] | = idx_set_x_mask ;
}
if ( voxel.y >= ( jump_power ) + traversal_state.oct_pos.y ) {
traversal_state.oct_pos.y += ( jump_power ) ;
traversal_state.idx_stack[traversal_state.scale +1 ] | = idx_set_y_mask ;
traversal_state.idx_stack[traversal_state.scale ] | = idx_set_y_mask ;
}
if ( voxel.z >= ( jump_power ) + traversal_state.oct_pos.z ) {
traversal_state.oct_pos.z += ( jump_power ) ;
traversal_state.idx_stack[traversal_state.scale +1 ] | = idx_set_z_mask ;
traversal_state.idx_stack[traversal_state.scale ] | = idx_set_z_mask ;
}
jump_power /= 2 ;
jump_power /= 2 ;
// Update the mask index with the new voxel we walked down to, and then check it 's valid status
mask_index = traversal_state.idx_stack[traversal_state.scale] ;
is_valid = ( traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16 ) & mask_8[mask_index] ;
traversal_state.scale++ ;
failsafe++ ;
if ( failsafe > 10 )
break ;
}
traversal_state.sub_oct_pos = traversal_state.oct_pos ;
while ( true ) {
if ( voxel.x >= ( jump_power ) + traversal_state.oct_pos.x ) {
traversal_state.sub_oct_pos.x += ( jump_power ) ;
traversal_state.idx_stack[traversal_state.scale] | = idx_set_x_mask ;
}
if ( voxel.y >= ( jump_power ) + traversal_state.oct_pos.y ) {
traversal_state.sub_oct_pos.y += ( jump_power ) ;
traversal_state.idx_stack[traversal_state.scale] | = idx_set_y_mask ;
}
if ( voxel.z >= ( jump_power ) + traversal_state.oct_pos.z ) {
traversal_state.sub_oct_pos.z += ( jump_power ) ;
traversal_state.idx_stack[traversal_state.scale] | = idx_set_z_mask ;
}
traversal_state.sub_oct_pos = traversal_state.oct_pos ;
if ( voxel.x >= ( jump_power ) + traversal_state.oct_pos.x ) {
traversal_state.sub_oct_pos.x += ( jump_power ) ;
}
if ( voxel.y >= ( jump_power ) + traversal_state.oct_pos.y ) {
traversal_state.sub_oct_pos.y += ( jump_power ) ;
}
if ( voxel.z >= ( jump_power ) + traversal_state.oct_pos.z ) {
traversal_state.sub_oct_pos.z += ( jump_power ) ;
break ;
}
traversal_state = traversal_state ;
// 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 ) ) ;
//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 ) ) ;
//uint3 multiplier = convert_uint3 ( abs ( traversal_state.oct_pos - last_oct_pos ) * ( 1.0f/prev_jump_power ) ) ;
//last_oct_pos = traversal_state.oct_pos ;
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 ) ;