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@ -105,8 +105,6 @@ __kernel void raycaster(
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int random_number = rand(&seed);
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seed_memory[global_id] = seed;
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size_t id = get_global_id(0);
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int2 pixel = {id % (*resolution).x, id / (*resolution).x};
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float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y];
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@ -116,13 +114,14 @@ __kernel void raycaster(
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return;
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}
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// Pitch
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ray_dir = (float3)(
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// 1.57s are temp fix until view matrix is tweaked
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ray_dir.z * sin((*cam_dir).x - 1.57) + ray_dir.x * cos((*cam_dir).x - 1.57),
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ray_dir.z * sin((*cam_dir).x) + ray_dir.x * cos((*cam_dir).x),
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ray_dir.y,
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ray_dir.z * cos((*cam_dir).x - 1.57) - ray_dir.x * sin((*cam_dir).x - 1.57)
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ray_dir.z * cos((*cam_dir).x) - ray_dir.x * sin((*cam_dir).x)
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);
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// Yaw
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ray_dir = (float3)(
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ray_dir.x * cos((*cam_dir).y) - ray_dir.y * sin((*cam_dir).y),
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ray_dir.x * sin((*cam_dir).y) + ray_dir.y * cos((*cam_dir).y),
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@ -134,7 +133,9 @@ __kernel void raycaster(
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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// Setup the voxel coords from the camera origin
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int3 voxel = convert_int3(*cam_pos);
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// Off by one error here in regards to the camera position.
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// Will need to hunt this down later
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int3 voxel = convert_int3(*cam_pos + 1);
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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@ -144,9 +145,6 @@ __kernel void raycaster(
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float3 offset = ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step);
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//offset.x += delta_t.x * convert_float((voxel_step.x < 0));
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//offset -= delta_t * floor(offset / delta_t);
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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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float3 intersection_t = delta_t * offset;
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