Textures were suprisingly trivial with the plane intersection code hashed out

This commit is contained in:
MitchellHansen
2017-01-21 00:12:19 -08:00
parent ccdcb382fd
commit 1627fe4572
8 changed files with 84 additions and 32 deletions

View File

@@ -23,13 +23,13 @@ float4 white_light(float4 input, float3 light, int3 mask) {
float4 view_light(float4 in_color, float3 light, float3 view, int3 mask) {
float diffuse = max(dot(normalize(convert_float3(mask)), normalize(light)), 0.0f);
in_color += diffuse * 0.5;
in_color += diffuse * 0.2;
if (dot(light, normalize(convert_float3(mask))) > 0.0)
{
float3 halfwayVector = normalize(normalize(light) + normalize(view));
float specTmp = max(dot(normalize(convert_float3(mask)), halfwayVector), 0.0f);
in_color += pow(specTmp, 1.0f) * 0.1;
in_color += pow(specTmp, 1.0f) * 0.5;
}
//in_color += 0.02;
@@ -134,7 +134,10 @@ __kernel void raycaster(
global float* lights,
global int* light_count,
__write_only image2d_t image,
global int* seed_memory
global int* seed_memory,
__read_only image2d_t texture_atlas,
global int2 *atlas_dim,
global int2 *tile_dim
){
int global_id = get_global_id(0);
@@ -230,27 +233,23 @@ __kernel void raycaster(
if (voxel_data != 0) {
// Determine where on the 2d plane the ray intersected
if (voxel_data == 6) {
voxel_color = (float4)(0.0, 0.239, 0.419, 0.3);
}
else if (voxel_data == 5) {
voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
}
else if (voxel_data == 1) {
voxel_color = (float4)(0.929, 0.957, 0.027, 0.7);
}
// set to which face
float3 face_position = (float)(0);
float2 texture_position = (float)(0);
// 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) {
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)
// Not entirely sure what is causing the 1.0 vs 1.001 rendering bug
face_position = (float3)(1.001f, y_percent, z_percent);
texture_position = (float2)(y_percent, z_percent);
}
else if (face_mask.y == -1) {
@@ -258,7 +257,7 @@ __kernel void raycaster(
float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
face_position = (float3)(x_percent, 1.001f, z_percent);
texture_position = (float2)(x_percent, z_percent);
}
else if (face_mask.z == -1) {
@@ -267,29 +266,56 @@ __kernel void raycaster(
float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
face_position = (float3)(x_percent, y_percent, 1.001f);
texture_position = (float2)(x_percent, y_percent);
}
// We now need to account for the ray wanting to skip the axis in which
// it flips its sign
if (ray_dir.x > 0)
face_position.x = - face_position.x + 1;
// TODO: improve this
if (ray_dir.x < 0)
face_position.x = face_position.x + 0;
if (ray_dir.x > 0) {
face_position.x = -face_position.x + 1;
texture_position.x = -texture_position.x + 1.0;
}
//if (ray_dir.x < 0)
// face_position.x = face_position.x + 0;
if (ray_dir.y > 0)
if (ray_dir.y > 0){
face_position.y = - face_position.y + 1;
texture_position.y = -texture_position.y + 1.0;
}
if (ray_dir.y < 0)
face_position.y = face_position.y + 0;
//if (ray_dir.y < 0)
// face_position.y = face_position.y + 0;
if (ray_dir.z > 0)
if (ray_dir.z > 0) {
face_position.z = - face_position.z + 1;
texture_position.y = -texture_position.y + 1.0;
}
if (ray_dir.z < 0)
face_position.z = face_position.z + 0;
//if (ray_dir.z < 0)
// face_position.z = face_position.z + 0;
// Now either use the face position to retrieve a texture sample, or
// just a plain color for the voxel color
if (voxel_data == 6) {
voxel_color = (float4)(0.0, 0.239, 0.419, 0.3);
}
else if (voxel_data == 5) {
float2 tile_size = convert_float2(*atlas_dim / *tile_dim);
voxel_color = read_imagef(texture_atlas, convert_int2(texture_position * tile_size) + convert_int2((float2)(3, 0) * tile_size));
//voxel_color = (float4)(0.25, 0.52, 0.30, 0.1);
}
else if (voxel_data == 1) {
voxel_color = (float4)(0.929, 0.957, 0.027, 0.7);
}
//
if (cast_light_intersection_ray(
map,
map_dim,