opencl has no rand, SO rand method to make fog a little better

master
MitchellHansen 8 years ago
parent 6f5d2b2f6f
commit e1080baab0

@ -14,7 +14,7 @@ public:
for (int x = 0; x < dim.x / 10; x++) { for (int x = 0; x < dim.x / 10; x++) {
for (int y = 0; y < dim.y / 10; y++) { 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) if (rand() % 1000 < 1)
list[x + dim.x * (y + dim.z * z)] = rand() % 6; list[x + dim.x * (y + dim.z * z)] = rand() % 6;
} }

@ -9,17 +9,8 @@ __kernel void min_kern(
){ ){
size_t id = get_global_id(0); size_t id = get_global_id(0);
int2 pixel = {id % resolution->x, id / resolution->x}; int2 pixel = {id % resolution->x, id / resolution->x};
float3 ray_dir = projection_matrix[pixel.x + resolution->x * pixel.y]; 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 = (float3)(
ray_dir.z * sin(cam_dir->y) + ray_dir.x * cos(cam_dir->y), 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) 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 = (float3)(
ray_dir.x * cos(cam_dir->z) - ray_dir.y * sin(cam_dir->z), 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.x * sin(cam_dir->z) + ray_dir.y * cos(cam_dir->z),
ray_dir.z ray_dir.z
); );
// Setup the voxel step based on what direction the ray is pointing // Setup the voxel step based on what direction the ray is pointing
int3 voxel_step = {1, 1, 1}; int3 voxel_step = {1, 1, 1};
voxel_step.x *= (ray_dir.x > 0) - (ray_dir.x < 0); voxel_step.x *= (ray_dir.x > 0) - (ray_dir.x < 0);
@ -68,7 +53,12 @@ __kernel void min_kern(
delta_t.z 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 dist = 0;
int face = -1; int face = -1;
// X:0, Y:1, Z:2 // X:0, Y:1, Z:2
@ -90,13 +80,9 @@ __kernel void min_kern(
int3 overshoot = voxel.xyz <= map_dim->xyz; int3 overshoot = voxel.xyz <= map_dim->xyz;
int3 undershoot = voxel > 0; 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)); write_imagef(image, pixel, (float4)(.50 * abs(overshoot.x), .50 * abs(overshoot.y), .50 * abs(overshoot.z), 1));
return; 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)); write_imagef(image, pixel, (float4)(.1 * abs(undershoot.x), .80 * abs(undershoot.y), .20 * abs(undershoot.z), 1));
return; 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 // If we hit a voxel
int index = voxel.x + map_dim->x * (voxel.y + map_dim->z * voxel.z); int index = voxel.x + map_dim->x * (voxel.y + map_dim->z * voxel.z);
@ -158,16 +123,8 @@ __kernel void min_kern(
} }
dist++; dist++;
} while (dist < 2500); } while (dist < max_dist);
write_imagef(image, pixel, (float4)(.00, .00, .00, .00)); write_imagef(image, pixel, (float4)(.00, .00, .00, .00));
return; 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);
} }
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