diff --git a/include/Map.h b/include/Map.h index ad7944d..708d9bf 100644 --- a/include/Map.h +++ b/include/Map.h @@ -14,7 +14,7 @@ public: for (int x = 0; x < dim.x / 10; x++) { for (int y = 0; y < dim.y / 10; y++) { - for (int z = 0; z < dim.z / 10; z++) { + for (int z = 0; z < dim.z; z++) { if (rand() % 1000 < 1) list[x + dim.x * (y + dim.z * z)] = rand() % 6; } diff --git a/kernels/minimal_kernel.cl b/kernels/minimal_kernel.cl index e1339ab..c07a596 100644 --- a/kernels/minimal_kernel.cl +++ b/kernels/minimal_kernel.cl @@ -9,17 +9,8 @@ __kernel void min_kern( ){ size_t id = get_global_id(0); - int2 pixel = {id % resolution->x, id / resolution->x}; - float3 ray_dir = projection_matrix[pixel.x + resolution->x * pixel.y]; - //printf("%i === %f, %f, %f\n", id, ray_dir.x, ray_dir.y, ray_dir.z); - - // Y axis, pitch - //ray_dir.x = ray_dir.z * sin(cam_dir->y) + ray_dir.x * cos(cam_dir->y); - //ray_dir.y = ray_dir.y; - //ray_dir.z = ray_dir.z * cos(cam_dir->y) - ray_dir.x * sin(cam_dir->y); - ray_dir = (float3)( ray_dir.z * sin(cam_dir->y) + ray_dir.x * cos(cam_dir->y), @@ -27,18 +18,12 @@ __kernel void min_kern( ray_dir.z * cos(cam_dir->y) - ray_dir.x * sin(cam_dir->y) ); - // Z axis, yaw - //ray_dir.x = ray_dir.x * cos(cam_dir->z) - ray_dir.y * sin(cam_dir->z); - //ray_dir.y = ray_dir.x * sin(cam_dir->z) + ray_dir.y * cos(cam_dir->z); - //ray_dir.z = ray_dir.z; - ray_dir = (float3)( ray_dir.x * cos(cam_dir->z) - ray_dir.y * sin(cam_dir->z), ray_dir.x * sin(cam_dir->z) + ray_dir.y * cos(cam_dir->z), ray_dir.z ); - // Setup the voxel step based on what direction the ray is pointing int3 voxel_step = {1, 1, 1}; voxel_step.x *= (ray_dir.x > 0) - (ray_dir.x < 0); @@ -68,7 +53,12 @@ __kernel void min_kern( delta_t.z }; + int2 randoms = { 3, 7 }; + uint seed = randoms.x + id; + uint t = seed ^ (seed << 11); + uint result = randoms.y ^ (randoms.y >> 19) ^ (t ^ (t >> 8)); + int max_dist = 500 + result % 50; int dist = 0; int face = -1; // X:0, Y:1, Z:2 @@ -90,13 +80,9 @@ __kernel void min_kern( int3 overshoot = voxel.xyz <= map_dim->xyz; int3 undershoot = voxel > 0; - //if (id == 240000) - // printf("%i, %i, %i\n", overshoot.x, overshoot.y, overshoot.z); - //if (id == 240000) - // printf("%i, %i, %i\n", undershoot.x, undershoot.y, undershoot.z); - if (overshoot.x == 0|| overshoot.y == 0 || overshoot.z == 0){ + if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0){ write_imagef(image, pixel, (float4)(.50 * abs(overshoot.x), .50 * abs(overshoot.y), .50 * abs(overshoot.z), 1)); return; } @@ -104,27 +90,6 @@ __kernel void min_kern( write_imagef(image, pixel, (float4)(.1 * abs(undershoot.x), .80 * abs(undershoot.y), .20 * abs(undershoot.z), 1)); return; } - //if (voxel.x >= map_dim->x) { - // write_imagef(image, pixel, (float4)(.00, .00, .99, 1)); - // return; - //} - //if (voxel.y >= map_dim->x) { - // write_imagef(image, pixel, (float4)(.00, .44, .00, 1)); - // return; - //} - - //if (voxel.x < 0) { - // write_imagef(image, pixel, (float4)(.99, .00, .99, 1)); - // return; - //} - //if (voxel.y < 0) { - // write_imagef(image, pixel, (float4)(.99, .99, .00, 1)); - // return; - //} - //if (voxel.z < 0) { - // write_imagef(image, pixel, (float4)(.00, .99, .99, 1)); - // return; - //} // If we hit a voxel int index = voxel.x + map_dim->x * (voxel.y + map_dim->z * voxel.z); @@ -158,16 +123,8 @@ __kernel void min_kern( } dist++; - } while (dist < 2500); - + } while (dist < max_dist); write_imagef(image, pixel, (float4)(.00, .00, .00, .00)); return; - - //printf("%i %i -- ", id, map[id]); - //printf("%i, %i, %i\n", map_dim->x, map_dim->y, map_dim->z); - //printf("\n%i\nX: %f\nY: %f\nZ: %f\n", id, projection_matrix[id].x, projection_matrix[id].y, projection_matrix[id].z); - //printf("%f, %f, %f\n", cam_dir->x, cam_dir->y, cam_dir->z); - //printf("%f, %f, %f\n", cam_pos->x, cam_pos->y, cam_pos->z); - } \ No newline at end of file