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@ -46,8 +46,7 @@ float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view
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float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
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float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
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in_color += pow(specTmp, 8.0f) * light_color * 0.5f / d;
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in_color += pow(specTmp, 8.0f) * light_color * 0.5f / d;
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}
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}
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if (in_color.w > 1.0f){
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if (in_color.w > 1.0){
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in_color.xyz *= in_color.w;
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in_color.xyz *= in_color.w;
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}
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}
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@ -96,11 +95,11 @@ bool cast_light_intersection_ray(
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float3 delta_t = fabs(1.0f / ray_dir);
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float3 delta_t = fabs(1.0f / ray_dir);
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// offset is how far we are into a voxel, enables sub voxel movement
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// offset is how far we are into a voxel, enables sub voxel movement
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float3 offset = ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step);
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// float3 offset = ;
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// Intersection T is the collection of the next intersection points
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// Intersection T is the collection of the next intersection points
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// for all 3 axis XYZ.
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// for all 3 axis XYZ.
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float3 intersection_t = delta_t *offset;
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float3 intersection_t = delta_t * ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step);
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// for negative values, wrap around the delta_t
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// for negative values, wrap around the delta_t
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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@ -117,23 +116,18 @@ bool cast_light_intersection_ray(
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intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
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intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
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voxel.xyz += voxel_step.xyz * face_mask.xyz;
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voxel.xyz += voxel_step.xyz * face_mask.xyz;
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// If the ray went out of bounds
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if (any(voxel >= *map_dim) ||
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int3 overshoot = voxel < *map_dim;
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any(voxel < 0)) {
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int3 undershoot = voxel >= 0;
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if (any(overshoot == (int3)(0, 0, 0)) ||
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any(undershoot == (int3)(0, 0, 0))) {
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return false;
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return false;
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}
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}
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// If we hit a voxel
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// If we hit a voxel
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int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z));
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int voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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int voxel_data = map[index];
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if (voxel_data != 0)
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if (voxel_data != 0)
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return true;
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return true;
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if (length_cutoff > 300)
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if (++length_cutoff > 300)
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return false;
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return false;
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//} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
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//} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
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@ -148,6 +142,10 @@ bool cast_light_intersection_ray(
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// ====================================== Raycaster entry point =====================================
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// ====================================== Raycaster entry point =====================================
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// ==================================================================================================
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// ==================================================================================================
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constant float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f };
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constant float4 overshoot_color = { 0.25f, 0.48f, 0.52f, 0.8f };
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constant float4 overshoot_color_2 = { 0.25f, 0.1f, 0.52f, 0.8f };
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__kernel void raycaster(
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__kernel void raycaster(
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global char* map,
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global char* map,
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global int3* map_dim,
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global int3* map_dim,
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@ -166,19 +164,16 @@ __kernel void raycaster(
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int x = get_global_id(0);
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// int global_id = x * y;
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int y = get_global_id(1);
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int global_id = x * y;
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// Get and set the random seed from seed memory
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// Get and set the random seed from seed memory
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int seed = seed_memory[global_id];
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//int seed = seed_memory[global_id];
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int random_number = rand(&seed);
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//int random_number = rand(&seed);
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seed_memory[global_id] = seed;
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//seed_memory[global_id] = seed;
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// Get the pixel on the viewport, and find the view matrix ray that matches it
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// Get the pixel on the viewport, and find the view matrix ray that matches it
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//int2 pixel = { global_id % (*resolution).x, global_id / (*resolution).x };
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//int2 pixel = { global_id % (*resolution).x, global_id / (*resolution).x };
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int2 pixel = (int2)(x, y);
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int2 pixel = (int2)(get_global_id(0), get_global_id(1));
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float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y];
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float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y];
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@ -214,29 +209,18 @@ __kernel void raycaster(
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float3 delta_t = fabs(1.0f / ray_dir);
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float3 delta_t = fabs(1.0f / ray_dir);
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// offset is how far we are into a voxel, enables sub voxel movement
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// offset is how far we are into a voxel, enables sub voxel movement
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float3 offset = ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step);
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// Intersection T is the collection of the next intersection points
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// Intersection T is the collection of the next intersection points
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// for all 3 axis XYZ.
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// for all 3 axis XYZ.
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float3 intersection_t = delta_t * offset;
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// delta_t * offset = intersection_t
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float3 intersection_t = delta_t * ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step);
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// for negative values, wrap around the delta_t
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// for negative values, wrap around the delta_t
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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// Hard cut-off for how far the ray can travel
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int max_dist = 800;
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int dist = 0;
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int dist = 0;
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int3 face_mask = { 0, 0, 0 };
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int3 face_mask = { 0, 0, 0 };
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float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f };
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int voxel_data = 0;
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float4 voxel_color = (float4)(0.0f, 0.0f, 0.0f, 0.001f);
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float4 overshoot_color = { 0.25f, 0.48f, 0.52f, 0.8f };
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float4 overshoot_color_2 = { 0.25f, 0.1f, 0.52f, 0.8f };
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// Andrew Woo's raycasting algo
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// Andrew Woo's raycasting algo
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do {
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do {
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@ -245,33 +229,29 @@ __kernel void raycaster(
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intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
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intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
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voxel.xyz += voxel_step.xyz * face_mask.xyz;
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voxel.xyz += voxel_step.xyz * face_mask.xyz;
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// If the ray went out of bounds
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if (any(voxel >= *map_dim)){
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int3 overshoot = voxel < *map_dim;
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int3 undershoot = voxel >= 0;
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if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0){
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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));
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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));
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return;
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return;
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}
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}
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if (undershoot.z == 0) {
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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(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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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));
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return;
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return;
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}
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}
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// If we hit a voxel
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// If we hit a voxel
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int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z));
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voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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int voxel_data = map[index];
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// Debug, add the light position
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// Debug, add the light position
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if (all(voxel == convert_int3((float3)(lights[4], lights[5], lights[6]-3))))
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// if (all(voxel == convert_int3((float3)(lights[4], lights[5], lights[6]-3))))
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voxel_data = 1;
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// voxel_data = 1;
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if (voxel_data != 0) {
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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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float4 voxel_color = (float4)(0.0f, 0.0f, 0.0f, 0.001f);
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float3 face_position = (float)(0);
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// Determine where on the 2d plane the ray intersected
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float2 tile_face_position = (float)(0);
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float3 face_position = (float3)(0);
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float2 tile_face_position = (float2)(0);
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float3 sign = (float3)(1.0f, 1.0f, 1.0f);
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float3 sign = (float3)(1.0f, 1.0f, 1.0f);
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// First determine the percent of the way the ray is towards the next intersection_t
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// First determine the percent of the way the ray is towards the next intersection_t
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@ -300,7 +280,7 @@ __kernel void raycaster(
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else if (face_mask.z == -1) {
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else if (face_mask.z == -1) {
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//sign.z *= -1.0;
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sign.z *= -1.0;
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float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x;
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float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x;
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float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
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float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
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@ -318,30 +298,12 @@ __kernel void raycaster(
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// in order to cast the intersection ray!!
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// in order to cast the intersection ray!!
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face_position.x = select((float)(face_position.x), (float)(-face_position.x + 1.0f), (int)(ray_dir.x > 0));
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if (ray_dir.x > 0) {
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tile_face_position.x = select((float)(tile_face_position.x), (float)(-tile_face_position.x + 1.0f), (int)(ray_dir.x < 0));
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face_position.x = -face_position.x + 1.0;
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//face_position.x = -face_position.x + 1;
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//tile_face_position.x = -tile_face_position.x + 1.0;
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}
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if (ray_dir.x < 0) {
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//face_position.x = face_position.x + 0;
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// This cures the Z semmetry on the X axis
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tile_face_position.x = -tile_face_position.x + 1.0;
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}
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if (ray_dir.y > 0){
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if (ray_dir.y > 0){
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face_position.y = - face_position.y + 1;
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face_position.y = - face_position.y + 1;
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//tile_face_position.y = -tile_face_position.y + 1.0;
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} else {
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}
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if (ray_dir.y < 0) {
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//face_position.y = face_position.y + 0;
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// This cures the Y semmetry on the Z tile faces
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tile_face_position.x = 1.0 - tile_face_position.x;
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tile_face_position.x = 1.0 - tile_face_position.x;
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// We run into the Hairy ball problem, so we need to define
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// We run into the Hairy ball problem, so we need to define
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@ -352,59 +314,39 @@ __kernel void raycaster(
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}
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}
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}
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}
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if (ray_dir.z > 0) {
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face_position.z = select((float)(face_position.z), (float)(-face_position.z + 1.0f), (int)(ray_dir.z > 0));
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tile_face_position.y = select((float)(tile_face_position.y), (float)(-tile_face_position.y + 1.0f), (int)(ray_dir.z < 0));
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face_position.z = - face_position.z + 1;
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//tile_face_position.y = tile_face_position.y + 0.0;
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}
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if (ray_dir.z < 0) {
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// if (voxel_data == 6){
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//sign.z *= -1.0;
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//
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// face_position.z = - face_position.z + 1;
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// //float3 ray_pos = (convert_float3(voxel) + face_position);
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//face_position.z = face_position.z + 0;
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// //ray_dir *= sign;
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tile_face_position.y = -tile_face_position.y + 1.0;
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// delta_t = fabs(1.0f / ray_dir);
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}
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// intersection_t = delta_t * (face_position * convert_float3(voxel_step));
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//
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// // for negative values, wrap around the delta_t
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// intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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// voxel_step = (int3)(1);//convert_int3(sign);
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// voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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// continue;
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// }
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if (voxel_data == 6){
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// intersection_t = (1, 1, 1) - intersection_t;
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//intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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float3 ray_pos = (convert_float3(voxel) + face_position);
|
|
|
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|
|
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|
//ray_dir *= sign;
|
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|
delta_t = fabs(1.0f / ray_dir);
|
|
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|
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
|
|
|
|
// Now either use the face position to retrieve a texture sample, or
|
|
|
|
// just a plain color for the voxel color
|
|
|
|
// 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 = select((float4)read_imagef(
|
|
|
|
voxel_color = (float4)(0.0f, 0.239f, 0.419f, 0.0f);
|
|
|
|
texture_atlas,
|
|
|
|
}
|
|
|
|
convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
|
|
|
|
else if (voxel_data == 5) {
|
|
|
|
convert_int2((float2)(0, 0) * convert_float2(*atlas_dim / *tile_dim))
|
|
|
|
float2 tile_size = convert_float2(*atlas_dim / *tile_dim);
|
|
|
|
),
|
|
|
|
voxel_color = read_imagef(
|
|
|
|
(float4)(0.0f, 0.239f, 0.419f, 0.0f),
|
|
|
|
texture_atlas,
|
|
|
|
(int4)(voxel_data == 5));
|
|
|
|
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.w = 0.0f;
|
|
|
|
|
|
|
|
|
|
|
|
if (cast_light_intersection_ray(
|
|
|
|
if (cast_light_intersection_ray(
|
|
|
|
map,
|
|
|
|
map,
|
|
|
@ -416,8 +358,7 @@ __kernel void raycaster(
|
|
|
|
)) {
|
|
|
|
)) {
|
|
|
|
|
|
|
|
|
|
|
|
// If the light ray intersected an object on the way to the light point
|
|
|
|
// 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, white_light(voxel_color, (float3)(1.0f, 1.0f, 1.0f), face_mask));
|
|
|
|
write_imagef(image, pixel, ambient_color);
|
|
|
|
|
|
|
|
return;
|
|
|
|
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));
|
|
|
|
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));
|
|
|
|