diff --git a/kernels/ray_caster_kernel.cl b/kernels/ray_caster_kernel.cl index 814095e..123bb6d 100644 --- a/kernels/ray_caster_kernel.cl +++ b/kernels/ray_caster_kernel.cl @@ -46,8 +46,7 @@ float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f); in_color += pow(specTmp, 8.0f) * light_color * 0.5f / d; } - - if (in_color.w > 1.0){ + if (in_color.w > 1.0f){ in_color.xyz *= in_color.w; } @@ -96,11 +95,11 @@ bool cast_light_intersection_ray( float3 delta_t = fabs(1.0f / ray_dir); // offset is how far we are into a voxel, enables sub voxel movement - float3 offset = ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step); +// float3 offset = ; // Intersection T is the collection of the next intersection points // for all 3 axis XYZ. - float3 intersection_t = delta_t *offset; + float3 intersection_t = delta_t * ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step); // for negative values, wrap around the delta_t intersection_t += delta_t * -convert_float3(isless(intersection_t, 0)); @@ -117,23 +116,18 @@ bool cast_light_intersection_ray( intersection_t += delta_t * fabs(convert_float3(face_mask.xyz)); voxel.xyz += voxel_step.xyz * face_mask.xyz; - // If the ray went out of bounds - int3 overshoot = voxel < *map_dim; - int3 undershoot = voxel >= 0; - - if (any(overshoot == (int3)(0, 0, 0)) || - any(undershoot == (int3)(0, 0, 0))) { + if (any(voxel >= *map_dim) || + any(voxel < 0)) { return false; } // If we hit a voxel - int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z)); - int voxel_data = map[index]; + int voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))]; if (voxel_data != 0) return true; - if (length_cutoff > 300) + if (++length_cutoff > 300) return false; //} while (any(isless(intersection_t, (float3)(distance_to_light - 1)))); @@ -148,6 +142,10 @@ bool cast_light_intersection_ray( // ====================================== Raycaster entry point ===================================== // ================================================================================================== +constant float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f }; +constant float4 overshoot_color = { 0.25f, 0.48f, 0.52f, 0.8f }; +constant float4 overshoot_color_2 = { 0.25f, 0.1f, 0.52f, 0.8f }; + __kernel void raycaster( global char* map, global int3* map_dim, @@ -166,19 +164,16 @@ __kernel void raycaster( - int x = get_global_id(0); - int y = get_global_id(1); - - int global_id = x * y; +// int global_id = x * y; // Get and set the random seed from seed memory - int seed = seed_memory[global_id]; - int random_number = rand(&seed); - seed_memory[global_id] = seed; + //int seed = seed_memory[global_id]; + //int random_number = rand(&seed); + //seed_memory[global_id] = seed; // Get the pixel on the viewport, and find the view matrix ray that matches it //int2 pixel = { global_id % (*resolution).x, global_id / (*resolution).x }; - int2 pixel = (int2)(x, y); + int2 pixel = (int2)(get_global_id(0), get_global_id(1)); float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y]; @@ -214,29 +209,18 @@ __kernel void raycaster( float3 delta_t = fabs(1.0f / ray_dir); // offset is how far we are into a voxel, enables sub voxel movement - float3 offset = ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step); - - // Intersection T is the collection of the next intersection points // for all 3 axis XYZ. - float3 intersection_t = delta_t * offset; + // 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 intersection_t += delta_t * -convert_float3(isless(intersection_t, 0)); - // Hard cut-off for how far the ray can travel - int max_dist = 800; int dist = 0; - - int3 face_mask = { 0, 0, 0 }; - float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f }; - float4 voxel_color = (float4)(0.0f, 0.0f, 0.0f, 0.001f); - float4 overshoot_color = { 0.25f, 0.48f, 0.52f, 0.8f }; - float4 overshoot_color_2 = { 0.25f, 0.1f, 0.52f, 0.8f }; - - + int voxel_data = 0; // Andrew Woo's raycasting algo do { @@ -245,33 +229,29 @@ __kernel void raycaster( intersection_t += delta_t * fabs(convert_float3(face_mask.xyz)); voxel.xyz += voxel_step.xyz * face_mask.xyz; - // If the ray went out of bounds - int3 overshoot = voxel < *map_dim; - int3 undershoot = voxel >= 0; - - if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0){ + if (any(voxel >= *map_dim)){ write_imagef(image, pixel, white_light(mix(fog_color, overshoot_color, 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask)); return; } - if (undershoot.z == 0) { + if (any(voxel < 0)) { write_imagef(image, pixel, white_light(mix(fog_color, overshoot_color_2, 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask)); return; } // If we hit a voxel - int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z)); - int voxel_data = map[index]; + voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))]; // Debug, add the light position - if (all(voxel == convert_int3((float3)(lights[4], lights[5], lights[6]-3)))) - voxel_data = 1; + // if (all(voxel == convert_int3((float3)(lights[4], lights[5], lights[6]-3)))) + // voxel_data = 1; if (voxel_data != 0) { - // Determine where on the 2d plane the ray intersected + float4 voxel_color = (float4)(0.0f, 0.0f, 0.0f, 0.001f); - float3 face_position = (float)(0); - float2 tile_face_position = (float)(0); + // Determine where on the 2d plane the ray intersected + float3 face_position = (float3)(0); + float2 tile_face_position = (float2)(0); float3 sign = (float3)(1.0f, 1.0f, 1.0f); // First determine the percent of the way the ray is towards the next intersection_t @@ -300,7 +280,7 @@ __kernel void raycaster( else if (face_mask.z == -1) { - //sign.z *= -1.0; + sign.z *= -1.0; float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x; float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y; @@ -318,30 +298,12 @@ __kernel void raycaster( // in order to cast the intersection ray!! - - if (ray_dir.x > 0) { - face_position.x = -face_position.x + 1.0; - //face_position.x = -face_position.x + 1; - //tile_face_position.x = -tile_face_position.x + 1.0; - } - if (ray_dir.x < 0) { - //face_position.x = face_position.x + 0; - - - // This cures the Z semmetry on the X axis - tile_face_position.x = -tile_face_position.x + 1.0; - } + face_position.x = select((float)(face_position.x), (float)(-face_position.x + 1.0f), (int)(ray_dir.x > 0)); + tile_face_position.x = select((float)(tile_face_position.x), (float)(-tile_face_position.x + 1.0f), (int)(ray_dir.x < 0)); if (ray_dir.y > 0){ - face_position.y = - face_position.y + 1; - //tile_face_position.y = -tile_face_position.y + 1.0; - } - if (ray_dir.y < 0) { - - //face_position.y = face_position.y + 0; - - // This cures the Y semmetry on the Z tile faces + } else { tile_face_position.x = 1.0 - tile_face_position.x; // We run into the Hairy ball problem, so we need to define @@ -352,59 +314,39 @@ __kernel void raycaster( } } - if (ray_dir.z > 0) { + face_position.z = select((float)(face_position.z), (float)(-face_position.z + 1.0f), (int)(ray_dir.z > 0)); + tile_face_position.y = select((float)(tile_face_position.y), (float)(-tile_face_position.y + 1.0f), (int)(ray_dir.z < 0)); - face_position.z = - face_position.z + 1; - //tile_face_position.y = tile_face_position.y + 0.0; - } - if (ray_dir.z < 0) { - //sign.z *= -1.0; - // face_position.z = - face_position.z + 1; - //face_position.z = face_position.z + 0; - tile_face_position.y = -tile_face_position.y + 1.0; - } + // if (voxel_data == 6){ + // + // //float3 ray_pos = (convert_float3(voxel) + face_position); + // //ray_dir *= sign; + // delta_t = fabs(1.0f / ray_dir); + // intersection_t = delta_t * (face_position * convert_float3(voxel_step)); + // + // // for negative values, wrap around the delta_t + // intersection_t += delta_t * -convert_float3(isless(intersection_t, 0)); + // voxel_step = (int3)(1);//convert_int3(sign); + // voxel_step *= (ray_dir > 0) - (ray_dir < 0); + // continue; + // } - if (voxel_data == 6){ - // intersection_t = (1, 1, 1) - intersection_t; - //intersection_t += delta_t * -convert_float3(isless(intersection_t, 0)); - float3 ray_pos = (convert_float3(voxel) + face_position); - //ray_dir *= sign; - delta_t = fabs(1.0f / ray_dir); - float3 offset = ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step); - intersection_t = delta_t * offset; - - // for negative values, wrap around the delta_t - intersection_t += delta_t * -convert_float3(isless(intersection_t, 0)); - voxel_step = (1, 1, 1);//convert_int3(sign); - voxel_step *= (ray_dir > 0) - (ray_dir < 0); - continue; - } // 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)); - if (voxel_data == 6) { - voxel_color = (float4)(0.0f, 0.239f, 0.419f, 0.0f); - } - else if (voxel_data == 5) { - float2 tile_size = convert_float2(*atlas_dim / *tile_dim); - voxel_color = read_imagef( - texture_atlas, - convert_int2(tile_face_position * tile_size) + - convert_int2((float2)(3, 0) * tile_size) - ); - - voxel_color.w = 0.0f; - //voxel_color = (float4)(0.25, 0.52, 0.30, 0.1); - } - else if (voxel_data == 1) { - voxel_color = (float4)(0.929f, 0.957f, 0.027f, 0.0f); - } - else { - voxel_color = (float4)(1.0f, 0.0f, 0.0f, 0.0f); - } - + 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)); + voxel_color.w = 0.0f; if (cast_light_intersection_ray( map, @@ -416,8 +358,7 @@ __kernel void raycaster( )) { // If the light ray intersected an object on the way to the light point - float4 ambient_color = white_light(voxel_color, (float3)(1.0f, 1.0f, 1.0f), face_mask); - write_imagef(image, pixel, ambient_color); + write_imagef(image, pixel, white_light(voxel_color, (float3)(1.0f, 1.0f, 1.0f), face_mask)); return; } @@ -441,9 +382,7 @@ __kernel void raycaster( } - dist++; - - } while (dist < 700.0f); + } while (++dist < 700.0f); write_imagef(image, pixel, white_light(mix(fog_color, (float4)(0.40, 0.00, 0.40, 0.2), 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask)); diff --git a/src/map/Old_Map.cpp b/src/map/Old_Map.cpp index 0c65876..c9cb63d 100644 --- a/src/map/Old_Map.cpp +++ b/src/map/Old_Map.cpp @@ -184,15 +184,15 @@ void Old_Map::generate_terrain() { } } - for (int x = 100; x < 150; x += 10) { - for (int y = 100; y < 150; y += 10) { - for (int z = 0; z < 10; z += 1) { - - voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6; + //for (int x = 100; x < 150; x += 10) { + // for (int y = 100; y < 150; y += 10) { + // for (int z = 0; z < 10; z += 1) { + // + // voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6; - } - } - } + // } + // } + //} @@ -225,7 +225,7 @@ void Old_Map::generate_terrain() { for (int x = 60; x < 65; x++) { for (int y = 60; y < 65; y++) { for (int z = 30; z < 35; z++) { - voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 5; + voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6; } } } @@ -239,13 +239,13 @@ void Old_Map::generate_terrain() { } } - for (int x = 30; x < 60; x++) { - //for (int y = 0; y < dimensions.y; y++) { - for (int z = 0; z < 25; z++) { - voxel_data[x + dimensions.x * (50 + dimensions.z * z)] = 6; - } - //} - } + //for (int x = 30; x < 60; x++) { + // //for (int y = 0; y < dimensions.y; y++) { + // for (int z = 10; z < 25; z++) { + // voxel_data[x + dimensions.x * (50 + dimensions.z * z)] = 6; + // } + // //} + //} // Hand code in some constructions @@ -303,8 +303,8 @@ void Old_Map::generate_terrain() { // } //} - set_voxel(sf::Vector3i(45, 70, 5), 1); - set_voxel(sf::Vector3i(47, 70, 5), 1); + set_voxel(sf::Vector3i(45, 70, 6), 6); + set_voxel(sf::Vector3i(47, 70, 6), 6); set_voxel(sf::Vector3i(100, 100, 50), 1); }