Fixed the way lights were linked to opencl, did some tweaking of the phong lighting.
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@@ -5,7 +5,7 @@ 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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normalize(convert_float3(mask * (-mask)))
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)
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) / 2;
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@@ -13,6 +13,31 @@ float4 white_light(float4 input, float3 light, int3 mask) {
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}
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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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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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return in_color + pow(specTmp, 1.0f) * 0.01 +diffuse * 0.5;
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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.w += 0.2;
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return in_color;
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}
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void cast_ray(float3 ray_origin, float3 ray_direction) {
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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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@@ -99,21 +124,21 @@ __kernel void raycaster(
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global int* seed_memory
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){
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// Get and set the random seed from seed memory
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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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size_t id = get_global_id(0);
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int2 pixel = {id % (*resolution).x, id / (*resolution).x};
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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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//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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@@ -160,67 +185,53 @@ __kernel void raycaster(
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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 = { random_number, 14 };
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uint tseed = randoms.x + id;
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uint t = tseed ^ (tseed << 11);
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uint result = randoms.y ^ (randoms.y >> 19) ^ (t ^ (t >> 8));
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int max_dist = 800 + result % 100;
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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 mask = { 0, 0, 0 };
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float4 color = { 0.73, 0.81, 0.89, 0.6 };
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float4 c = (float4)(0.60, 0.00, 0.40, 0.1);
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c.x += (result % 100) / 10;
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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)(0.25, 0.52, 0.30, 0.1);
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float4 overshoot_color = { 0.25, 0.48, 0.52, 0.8 };
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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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// 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(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]), mask));
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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(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]), mask));
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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 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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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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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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//write_imagef(image, pixel, (float4)(0.40, 0.00, 0.40, 0.2));
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write_imagef(image, pixel, white_light(mix(color, c, 1.0 - max((dist/700.0f) - 0.3f, (float)0)), (float3)(lights[7], lights[8], lights[9]), mask));
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write_imagef(image, pixel, view_light(voxel_color, (convert_float3(voxel) + offset) - (float3)(lights[4], lights[5], lights[6]), (convert_float3(voxel) + offset) - (*cam_pos), face_mask));
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//write_imagef(image, pixel, white_light(mix(fog_color, voxel_color, 1.0 - max((dist/700.0f) - 0.3f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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return;
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float3 vox = convert_float3(voxel);
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float3 norm = normalize(convert_float3(mask) * convert_float3(voxel_step));
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float3 norm = normalize(convert_float3(face_mask) * convert_float3(voxel_step));
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float4 color = (float4)(0.95, 0.00, 0.25, 1.00);
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@@ -235,12 +246,16 @@ __kernel void raycaster(
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));
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return;
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case 6:
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write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
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write_imagef(image, pixel, view_light((float4)(0.0, 0.239, 0.419, 0.3), (convert_float3(voxel) + offset) - (float3)(lights[4], lights[5], lights[6]), (convert_float3(voxel) + offset) - (*cam_pos), face_mask));
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//write_imagef(image, pixel, white_light(mix((float4)(0.73, 0.81, 0.89, 0.6), (float4)(0.0, 0.239, 0.419, 0.3), 1.0 - max((dist / 700.0f) - 0.3f, (float)0)), (float3)(lights[7], lights[8], lights[9]), face_mask));
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return;
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default:
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//write_imagef(image, pixel, (float4)(.30, .10, .10, 1.00));
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write_imagef(image, pixel, (float4)(.30, .10, .10, 1.00));
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continue;
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}
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}
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@@ -249,7 +264,7 @@ __kernel void raycaster(
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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(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]), mask));
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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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}
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