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732 lines
27 KiB
732 lines
27 KiB
/*
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Notes:
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Keep this is mind when masking the voxel steps, pretty unintuitive behaviour
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For scalar types, the equality operators return 0 if false and return 1 if true
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For vector types, the equality operators return 0 if false and return -1 if true (i.e. all bits set)
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The equality equal (==) returns 0 if one or both arguments are not a number (NaN).
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The equality not equal (!=) returns 1 (for scalar source operands) or -1 (for vector source
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operands) if one or both arguments are not a number (NaN).
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if statements will take 0 as false and any other integer as true
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*/
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// =========================================================================
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// ======================== INITIALIZER CONSTANTS ==========================
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__constant float4 zeroed_float4 = {0.0f, 0.0f, 0.0f, 0.0f};
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__constant float3 zeroed_float3 = {0.0f, 0.0f, 0.0f};
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__constant float2 zeroed_float2 = {0.0f, 0.0f};
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__constant int4 zeroed_int4 = {0, 0, 0, 0};
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__constant int3 zeroed_int3 = {0, 0, 0};
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__constant int2 zeroed_int2 = {0, 0};
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// =========================================================================
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// ============================ OCTREE CONSTANTS ===========================
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// (X, Y, Z) mask for the idx
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__constant const uchar idx_set_x_mask = 0x1;
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__constant const uchar idx_set_y_mask = 0x2;
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__constant const uchar idx_set_z_mask = 0x4;
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__constant const uchar3 idx_set_mask = {0x1, 0x2, 0x4};
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__constant const uchar mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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0x10, 0x20, 0x40, 0x80
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};
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// Mask for counting the previous valid bits
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__constant const uchar count_mask_8[8] = {
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0x1, 0x3, 0x7, 0xF,
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0x1F, 0x3F, 0x7F, 0xFF
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};
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// uint64_t manipulation masks
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__constant const ulong child_pointer_mask = 0x0000000000007fff;
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__constant const ulong far_bit_mask = 0x8000;
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__constant const ulong valid_mask = 0xFF0000;
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__constant const ulong leaf_mask = 0xFF000000;
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__constant const ulong contour_pointer_mask = 0xFFFFFF00000000;
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__constant const ulong contour_mask = 0xFF00000000000000;
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// =========================================================================
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// ========================= RAYCASTER CONSTANTS ===========================
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constant float4 fog_color = { 0.0f, 0.0f, 0.0f, 0.0f };
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constant float4 overshoot_color = { 0.00f, 0.00f, 0.00f, 0.00f };
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constant float4 overshoot_color_2 = { 0.00f, 0.00f, 0.00f, 0.00f };
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// =========================================================================
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// =========================================================================
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#define setting(name) settings_buffer[name]
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// =========================================================================
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// ========================= HELPER FUNCTIONS ==============================
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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, float4 light_color, float3 view, int3 mask) {
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if (all(light == zeroed_float3))
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return zeroed_float4;
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float d = fast_length(light) * 0.01f;
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d *= d;
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float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.1f);
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float specular = 0.0f;
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if (diffuse > 0.0f) {
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// Small dots of light are caused by floating point error
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// flipping bits on the face mask and screwing up this calculation
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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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specular = pow(specTmp, 1.0f);
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}
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in_color += diffuse * light_color + specular * light_color / d;
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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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// =========================================================================
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// ========================= OCTREE TRAVERSAL ==============================
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struct TraversalState {
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// 0 being the root node
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int parent_stack_position;
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// Holds child descriptors and their indices in the oct array
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ulong parent_stack[10];
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ulong parent_stack_index[10];
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// 0 being the root node
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uchar scale;
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uchar idx_stack[10];
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// current child descriptor for this node
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ulong current_descriptor;
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ulong current_descriptor_index;
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// The position of the (0,0)th vox in an oct
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int3 oct_pos;
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// The width in voxels of the current valid masks being tested
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int resolution;
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// ====== DEBUG =======
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char found;
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};
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struct TraversalState get_oct_vox(
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int3 position,
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global ulong *octree_descriptor_buffer,
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global uint *octree_attachment_lookup_buffer,
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global ulong *octree_attachment_buffer,
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global ulong *settings_buffer
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){
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struct TraversalState ts;
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ts.current_descriptor_index = setting(OCTREE_ROOT_INDEX);
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ts.current_descriptor = octree_descriptor_buffer[ts.current_descriptor_index];
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ts.scale = 0;
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ts.parent_stack_position = 0;
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ts.found = false;
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// push the root node to the parent stack
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ts.parent_stack[0] = ts.current_descriptor;
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// Set our initial dimension and the position at the corner of the oct to keep track of our position
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int dimension = setting(OCTDIM);
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ts.resolution = dimension/2;
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ts.oct_pos = zeroed_int3;
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// While we are not at the required resolution
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// Traverse down by setting the valid/leaf mask to the subvoxel
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// Check to see if it is valid
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// Yes?
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// Check to see if it is a leaf
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// No? Break
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// Yes? Scale down to the next hierarchy, push the parent to the stack
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// No?
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// Break
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while (dimension > 1) {
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// So we can be a little bit tricky here and increment our
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// array index that holds our masks as we build the idx.
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// Adding 1 for X, 2 for Y, and 4 for Z
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ts.idx_stack[ts.scale] = 0;
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// Do the logic steps to find which sub oct we step down into
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uchar3 thing = select((uchar3)(0, 0, 0),
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(uchar3)(idx_set_x_mask, idx_set_y_mask, idx_set_z_mask),
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convert_char3(position >= (int3)(dimension/2) + ts.oct_pos));
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ts.idx_stack[ts.scale] = thing.x | thing.y | thing.z;
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// Set our voxel position to the (0,0) of the correct oct
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ts.oct_pos += select((int3)(0), (int3)(dimension/2), position >= (int3)(dimension/2) + ts.oct_pos);
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int mask_index = ts.idx_stack[ts.scale];
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// Check to see if we are on a valid oct / vox
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if ((ts.current_descriptor >> 16) & mask_8[mask_index]) {
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// Check to see if it is a leaf
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if ((ts.current_descriptor >> 24) & mask_8[mask_index]) {
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// If it is, then we cannot traverse further as CP's won't have been generated
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ts.found = true;
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// Early exit, dimension and resolution are not updated
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return ts;
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}
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// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
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ts.scale++;
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ts.parent_stack_position++;
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dimension /= 2;
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ts.resolution /= 2;
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// Count the number of valid octs that come before and add it to the index to get the position
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// Negate it by one as it counts itself
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int count = popcount((uchar)(ts.current_descriptor >> 16) & count_mask_8[mask_index]) - 1;
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// access the far pointer at which the head points too. Determine it's value, and add
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// a count of the valid bits to the index
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if (far_bit_mask & octree_descriptor_buffer[ts.current_descriptor_index]) {
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int far_pointer_index = ts.current_descriptor_index + (ts.current_descriptor & child_pointer_mask);
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ts.current_descriptor_index = octree_descriptor_buffer[far_pointer_index] + count;
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}
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// access the element at which head points to and then add the specified number of indices
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// to get to the correct child descriptor
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else {
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ts.current_descriptor_index = ts.current_descriptor_index + (ts.current_descriptor & child_pointer_mask) + count;
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}
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// Set the current descriptor with the calculated descriptor index
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ts.current_descriptor = octree_descriptor_buffer[ts.current_descriptor_index];
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// And update the data structure with the descriptor and it's index
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ts.parent_stack[ts.parent_stack_position] = ts.current_descriptor;
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ts.parent_stack_index[ts.parent_stack_position] = ts.current_descriptor_index;
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}
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else {
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// If the oct was not valid, then no CP's exists any further
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// This implicitly says that if it's non-valid then it must be a leaf!!
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// Parent stack is only populated up to the current descriptors parent.
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// So that would be the current voxels grandparent
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ts.found = 0;
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return ts;
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}
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}
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ts.found = 1;
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return ts;
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}
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// =========================================================================
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// ========================= RAYCASTER ENTRY ===============================
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__kernel void raycaster(
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global char* map,
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constant int3* map_dim,
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constant 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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__read_only image2d_t texture_atlas,
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constant int2 *atlas_dim,
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constant int2 *tile_dim,
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global ulong *octree_descriptor_buffer,
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global uint *octree_attachment_lookup_buffer,
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global ulong *octree_attachment_buffer,
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global ulong *settings_buffer
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){
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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 = (int2)(get_global_id(0), get_global_id(1));
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float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y];
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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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if (any(ray_dir == zeroed_float3))
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return;
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// Setup the voxel step based on what direction the ray is pointing
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// Correct opencl for being stupid and giving us negative for true
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int3 voxel_step = (-1, -1, -1) * ((ray_dir > 0) - (ray_dir < 0));
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// Setup the voxel coords from the camera origin
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// rtn = round towards negative
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int3 voxel = convert_int3_rtn(*cam_pos);
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int3 prev_voxel = voxel;
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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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// Intersection T is the collection of the next intersection points
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// for all 3 axis XYZ. We want to 'boost' the intersection_t start point up to
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// the offset, so we get the -(difference) between the int voxel position and the
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// float camera position.
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float3 offset = delta_t * ((*cam_pos) - floor(*cam_pos));
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// Now we apply the inverse of the ray sign. This gives us a negative
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// offset for positive values and vis versa.
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float3 intersection_t = offset * -convert_float3(voxel_step);
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// For negative ray directions the positive value is the correct initial offset
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// For positive rays we now just have to add the delta_t to the negative offset
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// and that will give us the correct positive intersection_t. Don't forget to
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// correct the stupid -1==true
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intersection_t += delta_t * -1 * convert_float3(isless(intersection_t, 0));
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int distance_traveled = 0;
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int max_distance = 10;
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uint bounce_count = 0;
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int3 face_mask = { 0, 0, 0 };
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int voxel_data = 0;
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float3 face_position = zeroed_float3;
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float4 voxel_color= zeroed_float4;
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float2 tile_face_position = zeroed_float2;
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float3 sign = zeroed_float3;
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float4 color_accumulator = zeroed_float4;
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float fog_distance = 0.0f;
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bool shadow_ray = false;
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int vox_dim = setting(OCTDIM);
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int failsafe = 0;
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struct TraversalState traversal_state;
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traversal_state = get_oct_vox(
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voxel,
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octree_descriptor_buffer,
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octree_attachment_lookup_buffer,
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octree_attachment_buffer,
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settings_buffer);
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int jump_power = traversal_state.resolution;
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int prev_jump_power = jump_power;
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int3 last_oct_pos = (0);
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intersection_t +=
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convert_float3((traversal_state.oct_pos - voxel.xyz) * traversal_state.resolution/2 + traversal_state.resolution/2);
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// Andrew Woo's raycasting algo
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while (distance_traveled < max_distance && bounce_count < 2) {
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// if (jump_power == 2){
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// color_accumulator = mix((1.0f, 1.0f, 1.0f, 1.0f), (1.0f, 1.0f, 1.0f, 1.0f), 1.0f - max(distance_traveled / 700.0f, 0.0f));
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// color_accumulator.w *= 4;
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// break;
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// }
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// If we hit a voxel
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// Test for out of bounds contions, add fog
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if (any(voxel >= *map_dim) || any(voxel < 0)){
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voxel.xyz -= voxel_step.xyz * jump_power * face_mask.xyz;
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color_accumulator = fog_color;// mix(fog_color, voxel_color, 1.0f);// - max(distance_traveled / 10.0f, 0.0f));
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color_accumulator.w = 1.0f;
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break;
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}
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if (setting(OCTENABLED) == 0 && voxel.x < (*map_dim).x && voxel.y < (*map_dim).x && voxel.z < (*map_dim).x) {
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// True will result in a -1, e.g (0, 0, -1) so negate it to positive
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face_mask = -1 * (intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy));
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prev_jump_power = jump_power;
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prev_voxel = voxel;
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// not working, wish I would have commented!!!
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voxel.xyz += voxel_step.xyz * face_mask.xyz * convert_int3((traversal_state.oct_pos - voxel.xyz) + traversal_state.resolution);
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//voxel.xyz += voxel_step.xyz * face_mask.xyz * traversal_state.resolution;
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// Test for out of bounds contions, add fog
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if (any(voxel >= *map_dim) || any(voxel < 0)){
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voxel.xyz -= voxel_step.xyz * jump_power * face_mask.xyz;
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color_accumulator = fog_color;// mix(fog_color, voxel_color, 1.0f);// - max(distance_traveled / 10.0f, 0.0f));
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color_accumulator.w = 1.0f;
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break;
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}
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uchar prev_val = traversal_state.idx_stack[traversal_state.scale];
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uchar this_face_mask = 0;
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// Check the voxel face that we traversed
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if (face_mask.x) {
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this_face_mask = idx_set_x_mask;
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}
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else if (face_mask.y) {
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this_face_mask = idx_set_y_mask;
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}
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else if (face_mask.z) {
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this_face_mask = idx_set_z_mask;
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}
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// and increment the idx in the idx stack
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traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask;
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// Mask index is the 1D index'd value of the idx for interaction with the valid / leaf masks
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uchar mask_index = traversal_state.idx_stack[traversal_state.scale];
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// Whether or not the next oct we want to enter in the current CD's valid mask is 1 or 0
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bool is_valid = false;
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// Check to see if the idx increased or decreased
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// If it decreased, thus invalid
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// Pop up the stack until the oct that the idx flip is valid and we landed on a valid oct
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if (mask_index > prev_val) // TODO: Rework this logic so we don't have this bodgy if
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is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index];
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failsafe = 0;
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while (mask_index < prev_val || !is_valid) {
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// Clear and pop the idx stack
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traversal_state.idx_stack[traversal_state.scale] = 0;
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// Clear and pop the parent stack
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traversal_state.parent_stack_index[traversal_state.parent_stack_position] = 0;
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traversal_state.parent_stack[traversal_state.parent_stack_position] = 0;
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// Scale is now set to the oct above. Be wary of this
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jump_power *= 2;
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traversal_state.scale--;
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traversal_state.parent_stack_position--;
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// Update the prev_val for our new idx
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prev_val = traversal_state.idx_stack[traversal_state.scale];
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// Keep track of the 0th edge of our current oct, select take the dumb MSB truth value for vector types
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// so we just gotta do this component wise, dumb
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traversal_state.oct_pos.x -= select(0, jump_power, (prev_val & idx_set_x_mask));
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traversal_state.oct_pos.y -= select(0, jump_power, (prev_val & idx_set_y_mask));
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traversal_state.oct_pos.z -= select(0, jump_power, (prev_val & idx_set_z_mask));
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// Set the current CD to the one on top of the stack
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traversal_state.current_descriptor =
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traversal_state.parent_stack[traversal_state.parent_stack_position];
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// Apply the face mask to the new idx for the while check
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traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask;
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// Get the mask index of the new idx and check the valid status
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mask_index = traversal_state.idx_stack[traversal_state.scale];
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is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index];
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failsafe++;
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if (failsafe > 10)
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break;
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}
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// At this point parent_stack[position] is at the CD of an oct with a
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// valid oct at the leaf indicated by the current idx in the idx stack scale
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// While we haven't bottomed out and the oct we're looking at is valid
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failsafe = 0;
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while (jump_power > 1 && is_valid) {
|
|
|
|
// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
|
|
traversal_state.scale++;
|
|
|
|
// Count the number of valid octs that come before and add it to the index to get the position
|
|
// Negate it by one as it counts itself
|
|
int count = popcount((uchar)(traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & count_mask_8[mask_index]) - 1;
|
|
|
|
|
|
//TODO: REWORK THIS IF STATEMENT, PERF KILLER
|
|
|
|
// If this CD had the far bit set
|
|
if (far_bit_mask & octree_descriptor_buffer[traversal_state.parent_stack_index[traversal_state.parent_stack_position]]) {
|
|
|
|
// access the far point at which the head points too. Determine it's value, and add
|
|
// the count of the valid bits in the current CD to the index
|
|
uint far_pointer_index =
|
|
traversal_state.parent_stack_index[traversal_state.parent_stack_position] + // current index +
|
|
(traversal_state.parent_stack[traversal_state.parent_stack_position] & child_pointer_mask); // the relative prt to the far ptr
|
|
|
|
// Get the absolute ptr from the far ptr and add the count to get the CD that we want
|
|
traversal_state.parent_stack_index[traversal_state.parent_stack_position + 1] = octree_descriptor_buffer[far_pointer_index] + count;
|
|
}
|
|
// If this CD doesn't have the far bit set, access the element at which head points to
|
|
// and then add the specified number of indices to get to the correct child descriptor
|
|
else {
|
|
traversal_state.parent_stack_index[traversal_state.parent_stack_position + 1] =
|
|
traversal_state.parent_stack_index[traversal_state.parent_stack_position] + // The current index to this CD
|
|
(traversal_state.parent_stack[traversal_state.parent_stack_position] & child_pointer_mask) + count; // The relative dist + the number of bits that were valid
|
|
}
|
|
|
|
// Now that we have the index set we can increase our parent stack position to the next level and
|
|
// retrieve the value of its CD
|
|
traversal_state.parent_stack_position++;
|
|
traversal_state.parent_stack[traversal_state.parent_stack_position] = octree_descriptor_buffer[traversal_state.parent_stack_index[traversal_state.parent_stack_position]];
|
|
|
|
jump_power /= 2;
|
|
// Unlike the single shot DFS, we inherited a valid idx from the upwards traversal. So now we must
|
|
// set the idx at the tail end of this for loop
|
|
// Do the logic steps to find which sub oct we step down into
|
|
if (voxel.x >= (jump_power * 2) + traversal_state.oct_pos.x) {
|
|
|
|
// Set our voxel position to the (0,0) of the correct oct
|
|
traversal_state.oct_pos.x += (jump_power * 2);
|
|
|
|
// Set the idx to represent the move
|
|
traversal_state.idx_stack[traversal_state.scale] |= idx_set_x_mask;
|
|
|
|
}
|
|
if (voxel.y >= (jump_power * 2) + traversal_state.oct_pos.y) {
|
|
|
|
traversal_state.oct_pos.y += (jump_power * 2);
|
|
traversal_state.idx_stack[traversal_state.scale] |= idx_set_y_mask;
|
|
}
|
|
if (voxel.z >= (jump_power * 2) + traversal_state.oct_pos.z) {
|
|
|
|
traversal_state.oct_pos.z += (jump_power * 2);
|
|
traversal_state.idx_stack[traversal_state.scale] |= idx_set_z_mask;
|
|
}
|
|
|
|
// Update the mask index with the new voxel we walked down to, and then check it's valid status
|
|
mask_index = traversal_state.idx_stack[traversal_state.scale];
|
|
is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index];
|
|
|
|
failsafe++;
|
|
if (failsafe > 10)
|
|
break;
|
|
}
|
|
|
|
// Add the delta for the jump power and the traversed face
|
|
intersection_t += delta_t * jump_power * fabs(convert_float3(face_mask.xyz));
|
|
|
|
// Get the other faces
|
|
int3 other_faces = select((int3)(1,1,1), (int3)(0,0,0), (int3)(face_mask == 1));
|
|
|
|
// Get the amount of times we need to multiply the delta t to get to our face
|
|
uint3 multiplier = convert_uint3(abs(traversal_state.oct_pos - last_oct_pos) * (1.0f/prev_jump_power));
|
|
|
|
last_oct_pos = traversal_state.oct_pos;
|
|
|
|
// Go back to the beginning intersection t's for the non traversed faces
|
|
//intersection_t -= delta_t * prev_jump_power * convert_float3(other_faces.xyz);
|
|
|
|
// add back the intersection for our current jump power
|
|
//intersection_t += delta_t * convert_float3(multiplier) * jump_power * fabs(convert_float3(other_faces.xyz));
|
|
|
|
// if (traversal_state.scale == 1 && is_valid){
|
|
// voxel_data = 5;
|
|
// //voxel.xyz -= voxel_step.xyz * face_mask.xyz;
|
|
// color_accumulator = mix((1.0f, 1.0f, 1.0f, 1.0f), (1.0f, 1.0f, 1.0f, 1.0f), 1.0f - max(distance_traveled / 700.0f, 0.0f));
|
|
// color_accumulator.w *= 4;
|
|
// break;
|
|
// }
|
|
//voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
|
|
}
|
|
|
|
// =======================================================================
|
|
//
|
|
// =======================================================================
|
|
else {
|
|
|
|
// True will result in a -1, e.g (0, 0, -1) so negate it to positive
|
|
face_mask = -1 * (intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy));
|
|
intersection_t += delta_t * convert_float3(face_mask.xyz);
|
|
voxel.xyz += voxel_step.xyz * face_mask.xyz;
|
|
|
|
// Test for out of bounds contions, add fog
|
|
if (any(voxel >= *map_dim) || any(voxel < 0)){
|
|
voxel.xyz -= voxel_step.xyz * face_mask.xyz;
|
|
color_accumulator = mix(fog_color, voxel_color, 1.0f - max(distance_traveled / 700.0f, 0.0f));
|
|
color_accumulator.w *= 4;
|
|
break;
|
|
}
|
|
voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
|
|
}
|
|
// =======================================================================
|
|
//
|
|
// =======================================================================
|
|
|
|
if (voxel_data == 5 || voxel_data == 6) {
|
|
|
|
// Determine where on the 2d plane the ray intersected
|
|
face_position = zeroed_float3;
|
|
tile_face_position = zeroed_float2;
|
|
|
|
// Collect the sign of the face hit for ray redirection
|
|
sign = (1.0f, 1.0f, 1.0f);
|
|
|
|
// First determine the percent of the way the ray is towards the next intersection_t
|
|
// in relation to the xyz position on the plane
|
|
if (face_mask.x == 1) {
|
|
|
|
sign.x *= -1.0;
|
|
|
|
// the next intersection for this plane - the last intersection of the passed plane / delta of this plane
|
|
// basically finds how far in on the other 2 axis we are when the ray traversed the plane
|
|
float z_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.z;
|
|
float y_percent = (intersection_t.y - (intersection_t.x - delta_t.x)) / delta_t.y;
|
|
|
|
// Since we intersected face x, we know that we are at the face (1.0)
|
|
// I think the 1.001f rendering bug is the ray thinking it's within the voxel
|
|
// even though it's sitting on the very edge
|
|
face_position = (float3)(1.00001f, y_percent, z_percent);
|
|
tile_face_position = face_position.yz;
|
|
}
|
|
else if (face_mask.y == 1) {
|
|
|
|
sign.y *= -1.0;
|
|
float x_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.x;
|
|
float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
|
|
face_position = (float3)(x_percent, 1.00001f, z_percent);
|
|
tile_face_position = face_position.xz;
|
|
}
|
|
|
|
else if (face_mask.z == 1) {
|
|
|
|
sign.z *= -1.0;
|
|
float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x;
|
|
float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
|
|
face_position = (float3)(x_percent, y_percent, 1.00001f);
|
|
tile_face_position = face_position.xy;
|
|
|
|
}
|
|
|
|
// Because the raycasting process is agnostic to the quadrant
|
|
// it's working in, we need to transpose the sign over to the face positions.
|
|
// If we don't it will think that it is always working in the (1, 1, 1) quadrant
|
|
// and will just "copy" the quadrant. This includes shadows as they use the face_position
|
|
// in order to cast the intersection ray!!
|
|
|
|
face_position.x = select((face_position.x), (-face_position.x + 1.0f), (int)(ray_dir.x > 0));
|
|
tile_face_position.x = select((tile_face_position.x), (-tile_face_position.x + 1.0f), (int)(ray_dir.x < 0));
|
|
|
|
if (ray_dir.y > 0){
|
|
face_position.y = -face_position.y + 1;
|
|
} else {
|
|
tile_face_position.x = 1.0 - tile_face_position.x;
|
|
|
|
// We run into the Hairy ball problem, so we need to define
|
|
// a special case for the zmask
|
|
if (face_mask.z == 1) {
|
|
tile_face_position.x = 1.0f - tile_face_position.x;
|
|
tile_face_position.y = 1.0f - tile_face_position.y;
|
|
}
|
|
}
|
|
|
|
face_position.z = select((face_position.z), (-face_position.z + 1.0f), -1 * (int)(ray_dir.z > 0));
|
|
tile_face_position.y = select((tile_face_position.y), (-tile_face_position.y + 1.0f), -1 * (int)(ray_dir.z < 0));
|
|
|
|
// Now we detect what type of of voxel we intersected and decide whether
|
|
// to bend the ray, send out a light intersection ray, or add texture color
|
|
|
|
// TEXTURE HIT + SHADOW RAY REDIRECTION
|
|
if (voxel_data == 5 && !shadow_ray){
|
|
|
|
shadow_ray = true;
|
|
voxel_color.xyz += (float3)read_imagef(
|
|
texture_atlas,
|
|
convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
|
|
convert_int2((float2)(5, 0) * convert_float2(*atlas_dim / *tile_dim))
|
|
).xyz/2;
|
|
|
|
color_accumulator = view_light(
|
|
voxel_color,
|
|
(convert_float3(voxel) + face_position) - (float3)(lights[4], lights[5], lights[6]),
|
|
(float4)(lights[0], lights[1], lights[2], lights[3]),
|
|
(convert_float3(voxel) + face_position) - (*cam_pos),
|
|
face_mask * voxel_step
|
|
);
|
|
|
|
fog_distance = distance_traveled;
|
|
max_distance = distance_traveled + fast_distance(convert_float3(voxel), (float3)(lights[4], lights[5], lights[6]));
|
|
|
|
float3 hit_pos = convert_float3(voxel) + face_position;
|
|
ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos);
|
|
if (any(ray_dir == zeroed_float3))
|
|
return;
|
|
|
|
voxel -= voxel_step * face_mask;
|
|
voxel_step = ( -1, -1, -1 ) * ((ray_dir > 0) - (ray_dir < 0));
|
|
|
|
delta_t = fabs(1.0f / ray_dir);
|
|
intersection_t = delta_t * ((hit_pos) - floor(hit_pos)) * convert_float3(voxel_step);
|
|
intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
|
|
|
|
// REFLECTION
|
|
} else if (voxel_data == 6 && !shadow_ray) {
|
|
|
|
voxel_color.xyz += (float3)read_imagef(
|
|
texture_atlas,
|
|
convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
|
|
convert_int2((float2)(3, 4) * convert_float2(*atlas_dim / *tile_dim))
|
|
).xyz/4;
|
|
|
|
voxel_color.w -= 0.0f;
|
|
|
|
float3 hit_pos = convert_float3(voxel) + face_position;
|
|
ray_dir *= sign;
|
|
if (any(ray_dir == zeroed_float3))
|
|
return;
|
|
|
|
voxel -= voxel_step * face_mask;
|
|
voxel_step = ( -1, -1, -1 ) * (ray_dir > 0) - (ray_dir < 0);
|
|
|
|
delta_t = fabs(1.0f / ray_dir);
|
|
intersection_t = delta_t * ((hit_pos)-floor(hit_pos)) * convert_float3(voxel_step);
|
|
intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
|
|
|
|
bounce_count += 1;
|
|
|
|
// SHADOW RAY HIT
|
|
} else {
|
|
color_accumulator.w = 0.1f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// At the bottom of the while loop, add one to the distance ticker
|
|
distance_traveled++;
|
|
}
|
|
color_accumulator = mix(fog_color, color_accumulator, 1.0f - max(fog_distance / 700.0f, 0.0f));
|
|
write_imagef(
|
|
image,
|
|
pixel,
|
|
color_accumulator
|
|
);
|
|
|
|
return;
|
|
}
|