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209 lines
5.8 KiB
209 lines
5.8 KiB
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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(fabs(convert_float3(mask)))
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)
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) / 2;
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return input;
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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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float4 cast_light_rays(float3 eye_direction, float3 ray_origin, float4 voxel_color, float3 voxel_normal, global float* lights, global int* light_count) {
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// set the ray origin to be where the initial ray intersected the voxel
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// which side z, and the x and y position
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float ambient_constant = 0.5;
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float intensity = 1.2;
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for (int i = 0; i < *light_count; i++) {
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float3 light_direction = (lights[10 * i + 7], lights[10 * i + 8], lights[10 * i + 9]);
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float c = 1.0;
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if (dot(light_direction, voxel_normal) > 0.0) {
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float3 halfwayVector = normalize(light_direction + eye_direction);
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float dot_prod = dot(voxel_normal, halfwayVector);
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float specTmp = max((float)dot_prod, 0.0f);
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intensity += pow(specTmp, c);
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}
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}
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//if (get_global_id(0) == 0)
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// printf("%i", *light_count);
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voxel_color *= intensity;
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voxel_color.w += ambient_constant;
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return voxel_color;
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// for every light
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//
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// check if the light is within falloff distance
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// every unit, light halfs
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//
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// if it is, cast a ray to that light and check for collisions.
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// if ray exits voxel volume, assume unobstructed
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//
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// if ray intersects a voxel, dont influence the voxel color
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//
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// if it does
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}
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__kernel void min_kern(
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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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){
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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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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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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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//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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// 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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// use a ghetto ass rng to give rays a "fog" appearance
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int2 randoms = { 3, 14 };
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uint seed = randoms.x + id;
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uint t = seed ^ (seed << 11);
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uint result = randoms.y ^ (randoms.y >> 19) ^ (t ^ (t >> 8));
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int max_dist = 800 + result % 50;
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int dist = 0;
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int3 mask = { 0, 0, 0 };
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// Andrew Woo's raycasting algo
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do {
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mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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intersection_t += delta_t * fabs(convert_float3(mask.xyz));
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voxel.xyz += voxel_step.xyz * 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, (float4)(.73, .81, .89, 1.0));
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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, (float4)(.14, .30, .50, 1.0));
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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).y * (*map_dim).z + voxel.z * (*map_dim).z + voxel.y;
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// Why the off by one on voxel.y?
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int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z-1));
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int voxel_data = map[index];
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if (voxel_data != 0) {
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switch (voxel_data) {
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case 1:
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write_imagef(image, pixel, (float4)(.50, .00, .00, 1));
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return;
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case 2:
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write_imagef(image, pixel, (float4)(.00, .50, .40, 1.00));
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return;
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case 3:
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write_imagef(image, pixel, (float4)(.00, .00, .50, 1.00));
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return;
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case 4:
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write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
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return;
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case 5:
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{
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//write_imagef(image, pixel, (float4)(.00, .00, + 0.5, 1.00));
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//write_imagef(image, pixel, white_light((float4)(.35, .00, ((1.0 - 0) / (128 - 0) * (voxel.z - 128)) + 1, 0.2), (float3)(lights[7], lights[8], lights[9]), mask));
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float3 vox = convert_float3(voxel);
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float3 norm = normalize(fabs(convert_float3(mask)));
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float4 color = (float4)(0.25, 0.00, 0.25, 1.00);
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write_imagef(image, pixel,
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cast_light_rays(
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ray_dir,
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vox,
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color,
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norm ,
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lights,
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light_count
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));
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return;
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}
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case 6:
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write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
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return;
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default:
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write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
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return;
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}
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}
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dist++;
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} while (dist < max_dist);
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write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
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return;
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} |