lots of little tweaks, the cl is still completely broken, need to revert the oct position calc

This commit is contained in:
MitchellHansen
2018-03-21 22:31:17 -07:00
parent 8a1eb5e430
commit 20f36d4eb1
6 changed files with 84 additions and 75 deletions

View File

@@ -124,7 +124,7 @@ struct TraversalState {
ulong current_descriptor_index;
int3 oct_pos;
int oct_size;
// ====== DEBUG =======
char found;
@@ -144,12 +144,14 @@ struct TraversalState get_oct_vox(
ts.current_descriptor_index = setting(OCTREE_ROOT_INDEX);
ts.current_descriptor = octree_descriptor_buffer[ts.current_descriptor_index];
ts.scale = 0;
ts.oct_size = 0;
ts.parent_stack_position = 0;
ts.found = false;
ts.parent_stack[0] = ts.current_descriptor;
// Set our initial dimension and the position at the corner of the oct to keep track of our position
int dimension = setting(OCTDIM);
ts.oct_size = dimension/2;
ts.oct_pos = zeroed_int3;
// While we are not at the required resolution
@@ -193,6 +195,8 @@ struct TraversalState get_oct_vox(
int mask_index = ts.idx_stack[ts.scale];
// Check to see if we are on a valid oct
if ((ts.current_descriptor >> 16) & mask_8[mask_index]) {
@@ -202,13 +206,13 @@ struct TraversalState get_oct_vox(
// If it is, then we cannot traverse further as CP's won't have been generated
ts.found = true;
return ts;
//return ts.found;
}
// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
ts.scale++;
ts.parent_stack_position++;
dimension /= 2;
ts.oct_size /= 2;
// 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
@@ -235,19 +239,14 @@ struct TraversalState get_oct_vox(
// If the oct was not valid, then no CP's exists any further
// This implicitly says that if it's non-valid then it must be a leaf!!
// It appears that the traversal is now working but I need
// to focus on how to now take care of the end condition.
// Currently it adds the last parent on the second to lowest
// oct CP. Not sure if thats correct
// Parent stack is only populated up to the current descriptors parent.
// So that would be the current voxels grandparent
ts.found = 0;
return ts;
//return ts.found;
}
}
ts.found = 1;
return ts;
//return ts.found;
}
// =========================================================================
@@ -300,25 +299,27 @@ __kernel void raycaster(
// Setup the voxel coords from the camera origin
// rtn = round towards negative
int3 voxel = convert_int3_rtn(*cam_pos);
int3 prev_voxel = voxel;
//voxel = voxel + convert_int3(*cam_pos < 0.0f);
// Delta T is the units a ray must travel along an axis in order to
// traverse an integer split
float3 delta_t = fabs(1.0f / ray_dir);
// Intersection T is the collection of the next intersection points
// for all 3 axis XYZ. We take the full negative cardinality when
// subtracting the floor, so we must transfer the sign over from
// the voxel step
float3 offset = delta_t * (floor(*cam_pos) - (*cam_pos));
float3 intersection_t = offset * convert_float3(voxel_step);
// for all 3 axis XYZ. We want to 'boost' the intersection_t start point up to
// the offset, so we get the -(difference) between the int voxel position and the
// float camera position.
float3 offset = delta_t * ((*cam_pos) - floor(*cam_pos));
// When we transfer the sign over, we get the correct direction of
// the offset, but we merely transposed over the value instead of mirroring
// it over the axis like we want. So here, isless returns a boolean if intersection_t
// is less than 0 which dictates whether or not we subtract the delta which in effect
// mirrors the offset
intersection_t -= delta_t * convert_float3(isless(intersection_t, 0));
// Now we apply the inverse of the ray sign. This gives us a negative
// offset for positive values and vis versa.
float3 intersection_t = offset * -convert_float3(voxel_step);
// For negative ray directions the positive value is the correct initial offset
// For positive rays we now just have to add the delta_t to the negative offset
// and that will give us the correct positive intersection_t. Don't forget to
// correct the stupid -1==true
intersection_t += delta_t * -1 * convert_float3(isless(intersection_t, 0));
int distance_traveled = 0;
int max_distance = 100;
@@ -344,7 +345,7 @@ __kernel void raycaster(
octree_attachment_buffer,
settings_buffer);
int jump_power = (int)pow((float)2, log2((float)vox_dim) - (float)traversal_state.scale);
int jump_power = traversal_state.oct_size;
int prev_jump_power = jump_power;
int3 last_oct_pos = (0);
// TODO: DEBUG
@@ -353,13 +354,13 @@ __kernel void raycaster(
// Andrew Woo's raycasting algo
while (distance_traveled < max_distance && bounce_count < 2) {
if (jump_power == 2){
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;
}
// if (jump_power == 2){
// 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;
// }
// If we hit a voxel
if (setting(OCTENABLED) == 0 && voxel.x < (*map_dim).x/2 && voxel.y < (*map_dim).x/2 && voxel.z < (*map_dim).x) {
if (setting(OCTENABLED) == 0 && voxel.x < (*map_dim).x && voxel.y < (*map_dim).x && voxel.z < (*map_dim).x) {
traversal_state = get_oct_vox(
voxel,
@@ -368,12 +369,16 @@ __kernel void raycaster(
octree_attachment_buffer,
settings_buffer);
intersection_t +=
convert_float3((traversal_state.oct_pos - voxel.xyz) * traversal_state.oct_size/2 + traversal_state.oct_size/2);
// 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));
prev_jump_power = jump_power;
prev_voxel = voxel;
voxel.xyz += voxel_step.xyz * jump_power * face_mask.xyz;
voxel.xyz += voxel_step.xyz * face_mask.xyz * convert_int3((traversal_state.oct_pos - voxel.xyz) + traversal_state.oct_size);
// Test for out of bounds contions, add fog
if (any(voxel >= *map_dim) || any(voxel < 0)){
@@ -418,9 +423,9 @@ __kernel void raycaster(
jump_power *= 2;
// Keep track of the 0th edge of our current oct
traversal_state.oct_pos.x = floor((float)(voxel.x / 2)) * jump_power;
traversal_state.oct_pos.y = floor((float)(voxel.y / 2)) * jump_power;
traversal_state.oct_pos.z = floor((float)(voxel.z / 2)) * jump_power;
traversal_state.oct_pos.x -= jump_power/2;
traversal_state.oct_pos.y -= jump_power/2;
traversal_state.oct_pos.z -= jump_power/2;
// Clear and pop the idx stack
traversal_state.idx_stack[traversal_state.scale] = 0;
@@ -497,23 +502,23 @@ __kernel void raycaster(
// Unlike the single shot DFS, it makes a bit more sense to have this at the tail of the while 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) {
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);
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) {
if (voxel.y >= (jump_power * 2) + traversal_state.oct_pos.y) {
traversal_state.oct_pos.y += (jump_power / 2);
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) {
if (voxel.z >= (jump_power * 2) + traversal_state.oct_pos.z) {
traversal_state.oct_pos.z += (jump_power / 2);
traversal_state.oct_pos.z += (jump_power * 2);
traversal_state.idx_stack[traversal_state.scale] |= idx_set_z_mask;
}
@@ -529,7 +534,6 @@ __kernel void raycaster(
// 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));
@@ -552,7 +556,12 @@ __kernel void raycaster(
break;
}
//voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
} else {
}
// =======================================================================
//
// =======================================================================
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));
@@ -568,7 +577,9 @@ __kernel void raycaster(
}
voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
}
// =======================================================================
//
// =======================================================================
if (voxel_data == 5 || voxel_data == 6) {