Added a 1/4 working phong shading function, breaks when the light

direction in in negative values. The normals of voxels also are
symmetrical which needs to be fixed.
This commit is contained in:
MitchellHansen
2016-10-02 23:42:13 -07:00
parent ed56511eab
commit 1c750451f3
3 changed files with 130 additions and 49 deletions

View File

@@ -13,11 +13,45 @@ float4 white_light(float4 input, float3 light, int3 mask) {
}
// 0 1 2 3 4 5 6 7 8 9
// {r, g, b, i, x, y, z, x', y', z'}
float4 cast_light_rays(float3 ray_origin, global float* lights, global int* light_count) {
float4 cast_light_rays(float3 eye_direction, float3 ray_origin, float4 voxel_color, float3 voxel_normal, global float* lights, global int* light_count) {
// set the ray origin to be where the initial ray intersected the voxel
// which side z, and the x and y position
float ambient_constant = 0.5;
float intensity = 1.2;
for (int i = 0; i < *light_count; i++) {
float3 light_direction = (lights[10 * i + 7], lights[10 * i + 8], lights[10 * i + 9]);
float c = 1.5;
if (dot(light_direction, voxel_normal) > 0.0) {
float3 halfwayVector = normalize(light_direction + eye_direction);
float dot_prod = dot(voxel_normal, halfwayVector);
float specTmp = max((float)dot_prod, 0.0f);
intensity += pow(specTmp, c);
}
}
/*if (get_global_id(0) == 0)
printf("%f", intensity);*/
return voxel_color * (intensity) + ambient_constant;
// for every light
//
// check if the light is within falloff distance
// every unit, light halfs
//
// if it is, cast a ray to that light and check for collisions.
// if ray exits voxel volume, assume unobstructed
//
// if ray intersects a voxel, dont influence the voxel color
//
// if it does
}
__kernel void min_kern(
@@ -61,7 +95,8 @@ __kernel void min_kern(
// offset is how far we are into a voxel, enables sub voxel movement
float3 offset = ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step);
//offset.x += delta_t.x * convert_float((voxel_step.x < 0));
//offset -= delta_t * floor(offset / delta_t);
@@ -81,6 +116,7 @@ __kernel void min_kern(
intersection_t.z += delta_t.z;
}
// use a ghetto ass rng to give rays a "fog" appearance
int2 randoms = { 3, 14 };
uint seed = randoms.x + id;
uint t = seed ^ (seed << 11);
@@ -132,10 +168,28 @@ __kernel void min_kern(
write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
return;
case 5:
//write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
write_imagef(image, pixel, white_light((float4)(.25, .32, .14, 0.2), (float3)(lights[7], lights[8], lights[9]), mask));
//cast_light_rays(voxel, lights, light_count)
{
//write_imagef(image, pixel, (float4)(.00, .00, + 0.5, 1.00));
//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));
float3 vox = convert_float3(voxel);
float3 norm = normalize(convert_float3(mask));
float4 color = (float4)(0.25, 0.00, 0.25, 1.00);
write_imagef(image, pixel,
cast_light_rays(
ray_dir,
vox,
color,
norm ,
lights,
light_count
));
return;
}
case 6:
write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
return;