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423 lines
12 KiB
423 lines
12 KiB
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// Naive incident ray light
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float4 white_light(float4 input, float3 light, int3 mask) {
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input.w = input.w + acos(
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dot(
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normalize(light),
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normalize(convert_float3(mask * (-mask)))
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)
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) / 2;
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return input;
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}
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// Phong + diffuse lighting function for g
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// 0 1 2 3 4 5 6 7 8 9
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// {r, g, b, i, x, y, z, x', y', z'}
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float4 view_light(float4 in_color, float3 light, float3 view, int3 mask) {
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float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f);
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in_color += diffuse * 0.5;
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if (dot(light, normalize(convert_float3(mask))) > 0.0)
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{
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float3 halfwayVector = normalize(normalize(light) + normalize(view));
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float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
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in_color += pow(specTmp, 1.0f) * 0.1;
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}
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//float3 halfwayDir = normalize(normalize(view) + normalize(light));
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//float spec = pow(max(dot(normalize(convert_float3(mask)), halfwayDir), 0.0f), 32.0f);
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in_color += 0.02;
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return in_color;
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}
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int rand(int* seed) // 1 <= *seed < m
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{
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int const a = 16807; //ie 7**5
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int const m = 2147483647; //ie 2**31-1
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*seed = ((*seed) * a) % m;
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return(*seed);
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}
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float DistanceBetweenPoints(float3 a, float3 b) {
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return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
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}
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// =================================== Boolean ray intersection ============================
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// =========================================================================================
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bool cast_light_intersection_ray(
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global char* map,
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global int3* map_dim,
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float3 ray_dir,
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float3 ray_pos,
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global float* lights,
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global int* light_count
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){
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float distance_to_light = DistanceBetweenPoints(ray_pos, (float3)(lights[4], lights[5], lights[6]));
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// Setup the voxel step based on what direction the ray is pointing
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int3 voxel_step = { 1, 1, 1 };
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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(ray_pos);
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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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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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float3 offset = ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step);
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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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// 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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int3 face_mask = { 0, 0, 0 };
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// Andrew Woo's raycasting algo
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do {
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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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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// If the ray went out of bounds
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int3 overshoot = voxel < *map_dim;
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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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}
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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[index];
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if (voxel_data != 0)
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return true;
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//} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
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} while (intersection_t.x < distance_to_light - 1 ||
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intersection_t.y < distance_to_light - 1 ||
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intersection_t.z < distance_to_light - 1 );
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return false;
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}
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// =================================== float4 of intersected voxel ============================
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// ============================================================================================
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float4 cast_color_ray(
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global char* map,
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global int3* map_dim,
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float3 ray_dir,
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float3 ray_pos,
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global float* lights,
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global int* light_count
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) {
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// Setup the voxel step based on what direction the ray is pointing
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int3 voxel_step = { 1, 1, 1 };
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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(ray_pos);
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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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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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float3 offset = ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step);
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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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// for negative values, wrap around the delta_t, rather not do this
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// component wise, but it doesn't appear to want to work
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if (intersection_t.x < 0) {
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intersection_t.x += delta_t.x;
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}
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if (intersection_t.y < 0) {
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intersection_t.y += delta_t.y;
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}
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if (intersection_t.z < 0) {
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intersection_t.z += delta_t.z;
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}
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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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int3 face_mask = { 0, 0, 0 };
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// Andrew Woo's raycasting algo
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do {
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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[index];
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if (voxel_data != 0) {
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return true;
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}
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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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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// If the ray went out of bounds
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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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return false;
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}
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if (undershoot.z == 0) {
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return false;
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}
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dist++;
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} while (dist < 700);
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return false;
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}
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// ====================================== Raycaster entry point =====================================
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// ==================================================================================================
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__kernel void raycaster(
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global char* map,
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global int3* map_dim,
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global int2* resolution,
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global float3* projection_matrix,
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global float2* cam_dir,
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global float3* cam_pos,
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global float* lights,
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global int* light_count,
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__write_only image2d_t image,
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global int* seed_memory
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){
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int global_id = get_global_id(0);
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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 random_number = rand(&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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int2 pixel = { global_id % (*resolution).x, global_id / (*resolution).x};
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float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y];
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//if (pixel.x == 960 && pixel.y == 540) {
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// write_imagef(image, pixel, (float4)(0.00, 1.00, 0.00, 1.00));
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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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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) - 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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ray_dir.z
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);
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// Setup the voxel step based on what direction the ray is pointing
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int3 voxel_step = {1, 1, 1};
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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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// 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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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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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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// for all 3 axis XYZ.
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float3 intersection_t = delta_t * offset;
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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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// 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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int3 face_mask = { 0, 0, 0 };
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float4 fog_color = { 0.73, 0.81, 0.89, 0.8 };
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float4 voxel_color = (float4)(0.50, 0.0, 0.50, 0.1);
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float4 overshoot_color = { 0.25, 0.48, 0.52, 0.8 };
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float4 overshoot_color_2 = { 0.25, 0.1, 0.52, 0.8 };
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// Andrew Woo's raycasting algo
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do {
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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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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// If the ray went out of bounds
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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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return;
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}
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if (undershoot.z == 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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return;
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}
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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[index];
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if (voxel_data != 0) {
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// write_imagef(image, pixel, (float4)(0.90, 0.00, 0.40, 0.9));
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if (voxel_data == 6) {
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voxel_color = (float4)(0.0, 0.239, 0.419, 0.3);
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}
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else if (voxel_data == 5) {
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voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
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}
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else if (voxel_data == 1) {
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voxel_color = (float4)(0.929, 0.957, 0.027, 0.7);
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}
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// set to which face
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float3 face_position = (float)(0); //convert_float3(-face_mask * voxel_step);// convert_float3(face_mask * voxel_step) * -1;
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if (face_mask.x == -1) {
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//float z_percent = ((intersection_t.z - delta_t.z) - intersection_t.x) / delta_t.z;
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//float y_percent = ((intersection_t.y - delta_t.y) - intersection_t.x) / delta_t.y;
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float z_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.z;
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float y_percent = (intersection_t.y - (intersection_t.x - delta_t.x)) / delta_t.y;
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//if (z_percent > 0 && z_percent > 1)
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// face_position = (float3)(-1.0f, 1-y_percent, 1-z_percent);
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face_position = (float3)(1.0f, y_percent, z_percent);
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}
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else if (face_mask.y == -1) {
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//float x_percent = ((intersection_t.x - delta_t.x) - intersection_t.y) / delta_t.x;
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//float z_percent = ((intersection_t.z - delta_t.z) - intersection_t.y) / delta_t.z;
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float x_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.x;
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float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
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face_position = (float3)(x_percent, 1.0f, z_percent);
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}
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else if (face_mask.z == -1) {
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//float x_percent = ((intersection_t.x - delta_t.x) - intersection_t.z) / delta_t.x;
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//float y_percent = ((intersection_t.y - delta_t.y) - intersection_t.z) / delta_t.y;
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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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face_position = (float3)(x_percent, y_percent, 1.0f);
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}
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if (ray_dir.x > 0)
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face_position.x = - face_position.x - 1;
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if (ray_dir.y > 0)
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face_position.y = - face_position.y - 1;
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if (ray_dir.z > 0)
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face_position.z = - face_position.z - 1;
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if (cast_light_intersection_ray(
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map,
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map_dim,
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normalize((float3)(lights[4], lights[5], lights[6]) - (convert_float3(voxel) + face_position)),
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(convert_float3(voxel) + face_position),
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lights,
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light_count
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)) {
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write_imagef(image, pixel, voxel_color);
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//write_imagef(image, pixel, voxel_color);
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return;
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}
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// 0 1 2 3 4 5 6 7 8 9
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// {r, g, b, i, x, y, z, x', y', z'}
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write_imagef(
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image,
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pixel,
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view_light(
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voxel_color,
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(convert_float3(voxel) + face_position) - (float3)(lights[4], lights[5], lights[6]),
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(convert_float3(voxel) + face_position) - (*cam_pos),
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face_mask * voxel_step
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)
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);
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return;
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}
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dist++;
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} while (dist / 700.0f < 1);
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//dist < max_dist
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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));
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//write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
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return;
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} |