diff --git a/kernels/ray_caster_kernel.cl b/kernels/ray_caster_kernel.cl index 2cdd4ed..288decd 100644 --- a/kernels/ray_caster_kernel.cl +++ b/kernels/ray_caster_kernel.cl @@ -74,8 +74,7 @@ float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.1f); float specular = 0.0f; - if (diffuse > 0.0f) - { + if (diffuse > 0.0f) { // Small dots of light are caused by floating point error // flipping bits on the face mask and screwing up this calculation float3 halfwayVector = normalize(normalize(light) + normalize(view)); @@ -84,12 +83,6 @@ float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view } in_color += diffuse * light_color + specular * light_color / d; - - //in_color = pow(in_color, (float4)(1.0/2.2)); - // This creates that blown out color look - //in_color.xyz += in_color.w * 0.002f; - - //in_color.w += 0.8f; return in_color; } @@ -298,7 +291,7 @@ __kernel void raycaster( // it over the axis like we want. So here, isless returns a boolean if intersection_t // is less than 0 which dictates whether or not we subtract the delta which in effect // mirrors the offset - intersection_t -= delta_t * convert_float3(isless(intersection_t, 0)); + intersection_t += delta_t * convert_float3(isless(intersection_t, 0)); int distance_traveled = 0; int max_distance = 700; diff --git a/src/Application.cpp b/src/Application.cpp index e581ec6..ed73d9c 100644 --- a/src/Application.cpp +++ b/src/Application.cpp @@ -30,7 +30,7 @@ bool Application::init_clcaster() { sf::Image bitmap = map->GenerateHeightBitmap(sf::Vector3i(MAP_X, MAP_Y, MAP_Z)); map->ApplyHeightmap(bitmap); - map->octree.CastRayOctree(sf::Vector2f(1.5f, -2.0f), sf::Vector3f(5.0f, 5.0f, 5.0f)); + map->octree.CastRayOctree(sf::Vector2f(1.5f, -2.0f), sf::Vector3f(5.1f, 5.1f, 5.1f)); raycaster->assign_octree(map); raycaster->assign_map(map); diff --git a/src/map/ArrayMap.cpp b/src/map/ArrayMap.cpp index 276de59..4bb9b79 100644 --- a/src/map/ArrayMap.cpp +++ b/src/map/ArrayMap.cpp @@ -8,6 +8,7 @@ ArrayMap::ArrayMap(sf::Vector3i dimensions) { voxel_data = new char[dimensions.x * dimensions.y * dimensions.z]; for (int i = 0; i < dimensions.x * dimensions.y * dimensions.z; i++) { + voxel_data[i] = 0; voxel_data[i] = 1; } diff --git a/src/map/Octree.cpp b/src/map/Octree.cpp index 9223f78..70648ce 100644 --- a/src/map/Octree.cpp +++ b/src/map/Octree.cpp @@ -358,7 +358,7 @@ std::vector> Octree::CastRayOctree( ) { // Setup the voxel coords from the camera origin - sf::Vector3i voxel(0, 0, 0); + sf::Vector3i voxel(cam_pos); // THIS DOES NOT HAVE TO RETURN TRUE ON FOUND // This function when passed an "air" voxel will return as far down @@ -417,10 +417,11 @@ std::vector> Octree::CastRayOctree( // for all 3 axis XYZ. We take the full positive cardinality when // subtracting the floor, so we must transfer the sign over from // the voxel step + sf::Vector3f intersection_t( - delta_t.x * (cam_pos.y - floor(cam_pos.x)) * voxel_step.x, - delta_t.y * (cam_pos.x - floor(cam_pos.y)) * voxel_step.y, - delta_t.z * (cam_pos.z - floor(cam_pos.z)) * voxel_step.z + delta_t.x * (cam_pos.y - ceil(cam_pos.x)) * voxel_step.x, + delta_t.y * (cam_pos.x - ceil(cam_pos.y)) * voxel_step.y, + delta_t.z * (cam_pos.z - ceil(cam_pos.z)) * voxel_step.z ); // When we transfer the sign over, we get the correct direction of @@ -475,7 +476,11 @@ std::vector> Octree::CastRayOctree( int mask_index = traversal_state.idx_stack[traversal_state.scale]; // Whether or not the next oct we want to enter in the current CD's valid mask is 1 or 0 - bool is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index]; + bool is_valid = false; + + // TODO: Rework this logic so we don't have this bodgy if + if (mask_index > prev_val) + is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index]; // Check to see if the idx increased or decreased // If it decreased @@ -486,8 +491,8 @@ std::vector> Octree::CastRayOctree( // Keep track of the 0th edge of out current oct traversal_state.oct_pos.x = floor(voxel.x / 2) * jump_power; - traversal_state.oct_pos.y = floor(voxel.x / 2) * jump_power; - traversal_state.oct_pos.z = floor(voxel.x / 2) * jump_power; + traversal_state.oct_pos.y = floor(voxel.y / 2) * jump_power; + traversal_state.oct_pos.z = floor(voxel.z / 2) * jump_power; // Clear and pop the idx stack traversal_state.idx_stack[traversal_state.scale] = 0; @@ -590,12 +595,12 @@ std::vector> Octree::CastRayOctree( - if (voxel.x >= map_dim->x || voxel.y >= map_dim->y || voxel.z >= map_dim->z) { - return travel_path; - } - if (voxel.x < 0 || voxel.y < 0 || voxel.z < 0) { - return travel_path; - } + //if (voxel.x >= map_dim->x || voxel.y >= map_dim->y || voxel.z >= map_dim->z) { + // return travel_path; + //} + //if (voxel.x < 0 || voxel.y < 0 || voxel.z < 0) { + // return travel_path; + //} // If we hit a voxel //voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];