lots of little tweaks, the cl is still completely broken, need to revert the oct position calc
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@@ -124,7 +124,7 @@ struct TraversalState {
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ulong current_descriptor_index;
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int3 oct_pos;
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int oct_size;
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// ====== DEBUG =======
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char found;
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@@ -144,12 +144,14 @@ struct TraversalState get_oct_vox(
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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.oct_size = 0;
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ts.parent_stack_position = 0;
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ts.found = false;
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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.oct_size = 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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@@ -193,6 +195,8 @@ struct TraversalState get_oct_vox(
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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
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if ((ts.current_descriptor >> 16) & mask_8[mask_index]) {
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@@ -202,13 +206,13 @@ struct TraversalState get_oct_vox(
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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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return ts;
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//return ts.found;
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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.oct_size /= 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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@@ -235,19 +239,14 @@ struct TraversalState get_oct_vox(
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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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// It appears that the traversal is now working but I need
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// to focus on how to now take care of the end condition.
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// Currently it adds the last parent on the second to lowest
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// oct CP. Not sure if thats correct
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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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//return ts.found;
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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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//return ts.found;
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}
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// =========================================================================
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@@ -300,25 +299,27 @@ __kernel void raycaster(
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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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//voxel = voxel + convert_int3(*cam_pos < 0.0f);
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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 take the full negative cardinality when
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// subtracting the floor, so we must transfer the sign over from
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// the voxel step
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float3 offset = delta_t * (floor(*cam_pos) - (*cam_pos));
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float3 intersection_t = offset * convert_float3(voxel_step);
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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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// When we transfer the sign over, we get the correct direction of
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// the offset, but we merely transposed over the value instead of mirroring
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// it over the axis like we want. So here, isless returns a boolean if intersection_t
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// is less than 0 which dictates whether or not we subtract the delta which in effect
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// mirrors the offset
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intersection_t -= delta_t * convert_float3(isless(intersection_t, 0));
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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 = 100;
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@@ -344,7 +345,7 @@ __kernel void raycaster(
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octree_attachment_buffer,
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settings_buffer);
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int jump_power = (int)pow((float)2, log2((float)vox_dim) - (float)traversal_state.scale);
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int jump_power = traversal_state.oct_size;
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int prev_jump_power = jump_power;
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int3 last_oct_pos = (0);
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// TODO: DEBUG
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@@ -353,13 +354,13 @@ __kernel void raycaster(
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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 (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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if (setting(OCTENABLED) == 0 && voxel.x < (*map_dim).x/2 && voxel.y < (*map_dim).x/2 && voxel.z < (*map_dim).x) {
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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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traversal_state = get_oct_vox(
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voxel,
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@@ -368,12 +369,16 @@ __kernel void raycaster(
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octree_attachment_buffer,
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settings_buffer);
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intersection_t +=
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convert_float3((traversal_state.oct_pos - voxel.xyz) * traversal_state.oct_size/2 + traversal_state.oct_size/2);
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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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voxel.xyz += voxel_step.xyz * jump_power * face_mask.xyz;
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voxel.xyz += voxel_step.xyz * face_mask.xyz * convert_int3((traversal_state.oct_pos - voxel.xyz) + traversal_state.oct_size);
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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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@@ -418,9 +423,9 @@ __kernel void raycaster(
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jump_power *= 2;
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// Keep track of the 0th edge of our current oct
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traversal_state.oct_pos.x = floor((float)(voxel.x / 2)) * jump_power;
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traversal_state.oct_pos.y = floor((float)(voxel.y / 2)) * jump_power;
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traversal_state.oct_pos.z = floor((float)(voxel.z / 2)) * jump_power;
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traversal_state.oct_pos.x -= jump_power/2;
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traversal_state.oct_pos.y -= jump_power/2;
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traversal_state.oct_pos.z -= jump_power/2;
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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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@@ -497,23 +502,23 @@ __kernel void raycaster(
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// Unlike the single shot DFS, it makes a bit more sense to have this at the tail of the while loop
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// Do the logic steps to find which sub oct we step down into
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if (voxel.x >= (jump_power / 2) + traversal_state.oct_pos.x) {
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if (voxel.x >= (jump_power * 2) + traversal_state.oct_pos.x) {
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// Set our voxel position to the (0,0) of the correct oct
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traversal_state.oct_pos.x += (jump_power / 2);
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traversal_state.oct_pos.x += (jump_power * 2);
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// Set the idx to represent the move
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traversal_state.idx_stack[traversal_state.scale] |= idx_set_x_mask;
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}
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if (voxel.y >= (jump_power / 2) + traversal_state.oct_pos.y) {
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if (voxel.y >= (jump_power * 2) + traversal_state.oct_pos.y) {
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traversal_state.oct_pos.y += (jump_power / 2);
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traversal_state.oct_pos.y += (jump_power * 2);
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traversal_state.idx_stack[traversal_state.scale] |= idx_set_y_mask;
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}
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if (voxel.z >= (jump_power / 2) + traversal_state.oct_pos.z) {
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if (voxel.z >= (jump_power * 2) + traversal_state.oct_pos.z) {
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traversal_state.oct_pos.z += (jump_power / 2);
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traversal_state.oct_pos.z += (jump_power * 2);
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traversal_state.idx_stack[traversal_state.scale] |= idx_set_z_mask;
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}
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@@ -529,7 +534,6 @@ __kernel void raycaster(
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// Add the delta for the jump power and the traversed face
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intersection_t += delta_t * jump_power * fabs(convert_float3(face_mask.xyz));
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// Get the other faces
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int3 other_faces = select((int3)(1,1,1), (int3)(0,0,0), (int3)(face_mask == 1));
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@@ -552,7 +556,12 @@ __kernel void raycaster(
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break;
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}
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//voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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} else {
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}
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// =======================================================================
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//
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// =======================================================================
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else {
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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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@@ -568,7 +577,9 @@ __kernel void raycaster(
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}
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voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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}
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// =======================================================================
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//
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// =======================================================================
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if (voxel_data == 5 || voxel_data == 6) {
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