|
|
|
@ -1,4 +1,11 @@
|
|
|
|
|
|
|
|
|
|
__constant float4 zeroed_float4 = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
|
|
|
__constant float3 zeroed_float3 = {0.0f, 0.0f, 0.0f};
|
|
|
|
|
__constant float2 zeroed_float2 = {0.0f, 0.0f};
|
|
|
|
|
__constant int4 zeroed_int4 = {0, 0, 0, 0};
|
|
|
|
|
__constant int3 zeroed_int3 = {0, 0, 0};
|
|
|
|
|
__constant int2 zeroed_int2 = {0, 0};
|
|
|
|
|
|
|
|
|
|
float DistanceBetweenPoints(float3 a, float3 b) {
|
|
|
|
|
return fast_distance(a, b);
|
|
|
|
|
//return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
|
|
|
|
@ -31,8 +38,8 @@ float4 white_light(float4 input, float3 light, int3 mask) {
|
|
|
|
|
|
|
|
|
|
float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view, int3 mask) {
|
|
|
|
|
|
|
|
|
|
if (all(light == (0.0f,0.0f,0.0f)))
|
|
|
|
|
return (0,0,0,0);
|
|
|
|
|
if (all(light == zeroed_float3))
|
|
|
|
|
return zeroed_float4;
|
|
|
|
|
|
|
|
|
|
float d = Distance(light) / 100.0f;
|
|
|
|
|
d *= d;
|
|
|
|
@ -65,38 +72,37 @@ int rand(int* seed) // 1 <= *seed < m
|
|
|
|
|
return(*seed);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool get_oct_vox(
|
|
|
|
|
int3 position,
|
|
|
|
|
global ulong *octree_descriptor_buffer,
|
|
|
|
|
global uint *octree_attachment_lookup_buffer,
|
|
|
|
|
global ulong *octree_attachment_buffer,
|
|
|
|
|
global ulong *settings_buffer
|
|
|
|
|
){
|
|
|
|
|
|
|
|
|
|
// (X, Y, Z) mask for the idx
|
|
|
|
|
const uchar idx_set_x_mask = 0x1;
|
|
|
|
|
const uchar idx_set_y_mask = 0x2;
|
|
|
|
|
const uchar idx_set_z_mask = 0x4;
|
|
|
|
|
__constant const uchar idx_set_x_mask = 0x1;
|
|
|
|
|
__constant const uchar idx_set_y_mask = 0x2;
|
|
|
|
|
__constant const uchar idx_set_z_mask = 0x4;
|
|
|
|
|
|
|
|
|
|
const uchar mask_8[8] = {
|
|
|
|
|
__constant const uchar mask_8[8] = {
|
|
|
|
|
0x1, 0x2, 0x4, 0x8,
|
|
|
|
|
0x10, 0x20, 0x40, 0x80
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Mask for counting the previous valid bits
|
|
|
|
|
const uchar count_mask_8[8] = {
|
|
|
|
|
__constant const uchar count_mask_8[8] = {
|
|
|
|
|
0x1, 0x3, 0x7, 0xF,
|
|
|
|
|
0x1F, 0x3F, 0x7F, 0xFF
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// uint64_t manipulation masks
|
|
|
|
|
const ulong child_pointer_mask = 0x0000000000007fff;
|
|
|
|
|
const ulong far_bit_mask = 0x8000;
|
|
|
|
|
const ulong valid_mask = 0xFF0000;
|
|
|
|
|
const ulong leaf_mask = 0xFF000000;
|
|
|
|
|
const ulong contour_pointer_mask = 0xFFFFFF00000000;
|
|
|
|
|
const ulong contour_mask = 0xFF00000000000000;
|
|
|
|
|
__constant const ulong child_pointer_mask = 0x0000000000007fff;
|
|
|
|
|
__constant const ulong far_bit_mask = 0x8000;
|
|
|
|
|
__constant const ulong valid_mask = 0xFF0000;
|
|
|
|
|
__constant const ulong leaf_mask = 0xFF000000;
|
|
|
|
|
__constant const ulong contour_pointer_mask = 0xFFFFFF00000000;
|
|
|
|
|
__constant const ulong contour_mask = 0xFF00000000000000;
|
|
|
|
|
|
|
|
|
|
bool get_oct_vox(
|
|
|
|
|
int3 position,
|
|
|
|
|
global ulong *octree_descriptor_buffer,
|
|
|
|
|
global uint *octree_attachment_lookup_buffer,
|
|
|
|
|
global ulong *octree_attachment_buffer,
|
|
|
|
|
global ulong *settings_buffer
|
|
|
|
|
){
|
|
|
|
|
|
|
|
|
|
// push the root node to the parent stack
|
|
|
|
|
ulong current_index = *settings_buffer;
|
|
|
|
@ -115,8 +121,8 @@ bool get_oct_vox(
|
|
|
|
|
parent_stack[parent_stack_position] = head;
|
|
|
|
|
|
|
|
|
|
// Set our initial dimension and the position at the corner of the oct to keep track of our position
|
|
|
|
|
int dimension = 128;
|
|
|
|
|
int3 quad_position = (0, 0, 0);
|
|
|
|
|
int dimension = 64;
|
|
|
|
|
int3 quad_position = zeroed_int3;
|
|
|
|
|
|
|
|
|
|
// While we are not at the required resolution
|
|
|
|
|
// Traverse down by setting the valid/leaf mask to the subvoxel
|
|
|
|
@ -156,7 +162,9 @@ bool get_oct_vox(
|
|
|
|
|
mask_index += 2;
|
|
|
|
|
|
|
|
|
|
// TODO What is up with the binary operator on this one?
|
|
|
|
|
idx_stack[scale] ^= idx_set_y_mask;
|
|
|
|
|
// Alright, I switched it over and seems not to have done anything?
|
|
|
|
|
// idx_stack[scale] ^= idx_set_y_mask;
|
|
|
|
|
idx_stack[scale] |= idx_set_y_mask;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
if (position.z >= (dimension / 2) + quad_position.z) {
|
|
|
|
@ -237,7 +245,7 @@ bool cast_light_intersection_ray(
|
|
|
|
|
int3 voxel_step = { 1, 1, 1 };
|
|
|
|
|
voxel_step *= (ray_dir > 0) - (ray_dir < 0);
|
|
|
|
|
|
|
|
|
|
if (any(ray_dir == (0.0f,0.0f,0.0f)))
|
|
|
|
|
if (any(ray_dir == zeroed_float3))
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
// Setup the voxel coords from the camera origin
|
|
|
|
@ -252,7 +260,7 @@ bool cast_light_intersection_ray(
|
|
|
|
|
// for negative values, wrap around the delta_t
|
|
|
|
|
intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
|
|
|
|
|
|
|
|
|
|
int3 face_mask = { 0, 0, 0 };
|
|
|
|
|
int3 face_mask =zeroed_int3;
|
|
|
|
|
int length_cutoff = 0;
|
|
|
|
|
|
|
|
|
|
// Andrew Woo's raycasting algo
|
|
|
|
@ -344,7 +352,7 @@ __kernel void raycaster(
|
|
|
|
|
|
|
|
|
|
// Delta T is the units a ray must travel along an axis in order to
|
|
|
|
|
// traverse an integer split
|
|
|
|
|
if (any(ray_dir == (0.0f,0.0f,0.0f)))
|
|
|
|
|
if (any(ray_dir == zeroed_float3))
|
|
|
|
|
return;
|
|
|
|
|
float3 delta_t = fabs(1.0f / ray_dir);
|
|
|
|
|
|
|
|
|
@ -366,11 +374,11 @@ __kernel void raycaster(
|
|
|
|
|
uint bounce_count = 0;
|
|
|
|
|
int3 face_mask = { 0, 0, 0 };
|
|
|
|
|
int voxel_data = 0;
|
|
|
|
|
float3 face_position = (0,0,0);
|
|
|
|
|
float4 voxel_color= (0,0,0,0);
|
|
|
|
|
float2 tile_face_position = (0,0);
|
|
|
|
|
float3 sign = (0,0,0);
|
|
|
|
|
float4 first_strike = (0,0,0,0);
|
|
|
|
|
float3 face_position = zeroed_float3;
|
|
|
|
|
float4 voxel_color= zeroed_float4;
|
|
|
|
|
float2 tile_face_position = zeroed_float2;
|
|
|
|
|
float3 sign = zeroed_float3;
|
|
|
|
|
float4 first_strike = zeroed_float4;
|
|
|
|
|
|
|
|
|
|
bool shadow_ray = false;
|
|
|
|
|
|
|
|
|
@ -386,35 +394,35 @@ __kernel void raycaster(
|
|
|
|
|
if (any(voxel >= *map_dim) || any(voxel < 0)){
|
|
|
|
|
voxel_data = 5;
|
|
|
|
|
voxel.xyz -= voxel_step.xyz * face_mask.xyz;
|
|
|
|
|
first_strike = mix(fog_color, voxel_color, 1.0 - max(distance_traveled / 700.0f, (float)0));
|
|
|
|
|
first_strike = mix(fog_color, voxel_color, 1.0f - max(distance_traveled / 700.0f, 0.0f));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// If we hit a voxel
|
|
|
|
|
// if (voxel.x < 128 && voxel.y < 128 && voxel.z < 128){
|
|
|
|
|
// if (get_oct_vox(
|
|
|
|
|
// voxel,
|
|
|
|
|
// octree_descriptor_buffer,
|
|
|
|
|
// octree_attachment_lookup_buffer,
|
|
|
|
|
// octree_attachment_buffer,
|
|
|
|
|
// settings_buffer
|
|
|
|
|
// )){
|
|
|
|
|
// voxel_data = 1;
|
|
|
|
|
// } else {
|
|
|
|
|
// voxel_data = 0;
|
|
|
|
|
// }
|
|
|
|
|
// } else {
|
|
|
|
|
if (voxel.x < 64 && voxel.y < 64 && voxel.z < 64){
|
|
|
|
|
if (get_oct_vox(
|
|
|
|
|
voxel,
|
|
|
|
|
octree_descriptor_buffer,
|
|
|
|
|
octree_attachment_lookup_buffer,
|
|
|
|
|
octree_attachment_buffer,
|
|
|
|
|
settings_buffer
|
|
|
|
|
)){
|
|
|
|
|
voxel_data = 5;
|
|
|
|
|
} else {
|
|
|
|
|
voxel_data = 0;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
|
|
|
|
|
//}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if (voxel_data != 0) {
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Determine where on the 2d plane the ray intersected
|
|
|
|
|
face_position = (float3)(0);
|
|
|
|
|
tile_face_position = (float2)(0);
|
|
|
|
|
face_position = zeroed_float3;
|
|
|
|
|
tile_face_position = zeroed_float2;
|
|
|
|
|
sign = (float3)(1.0f, 1.0f, 1.0f);
|
|
|
|
|
|
|
|
|
|
// First determine the percent of the way the ray is towards the next intersection_t
|
|
|
|
@ -517,7 +525,7 @@ __kernel void raycaster(
|
|
|
|
|
|
|
|
|
|
float3 hit_pos = convert_float3(voxel) + face_position;
|
|
|
|
|
ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos);
|
|
|
|
|
if (any(ray_dir == (0.0f,0.0f,0.0f)))
|
|
|
|
|
if (any(ray_dir == zeroed_float3))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
voxel -= voxel_step * face_mask;
|
|
|
|
@ -539,13 +547,13 @@ __kernel void raycaster(
|
|
|
|
|
convert_int2((float2)(3, 4) * convert_float2(*atlas_dim / *tile_dim))
|
|
|
|
|
).xyz/2;
|
|
|
|
|
|
|
|
|
|
voxel_color.w += 0.3f;
|
|
|
|
|
max_distance = 500;
|
|
|
|
|
voxel_color.w -= 0.3f;
|
|
|
|
|
max_distance = 700;
|
|
|
|
|
distance_traveled = 0;
|
|
|
|
|
|
|
|
|
|
float3 hit_pos = convert_float3(voxel) + face_position;
|
|
|
|
|
ray_dir *= sign;
|
|
|
|
|
if (any(ray_dir == (0.0f,0.0f,0.0f)))
|
|
|
|
|
if (any(ray_dir == zeroed_float3))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
voxel -= voxel_step * face_mask;
|
|
|
|
|