And fixed a few things that got brought back in that fix
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@@ -176,14 +176,14 @@ struct TraversalState get_oct_vox(
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while (dimension > 1) {
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// Do the logic steps to find which sub oct we step down into
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uchar3 thing = select((uchar3)(0, 0, 0),
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uchar3 masks = select((uchar3)(0, 0, 0),
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(uchar3)(idx_set_x_mask, idx_set_y_mask, idx_set_z_mask),
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convert_char3(position >= (int3)(dimension/2) + ts.oct_pos));
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// So we can be a little bit tricky here and increment our
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// array index that holds our masks as we build the idx.
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// Adding 1 for X, 2 for Y, and 4 for Z
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ts.idx_stack[ts.scale] = thing.x | thing.y | thing.z;
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ts.idx_stack[ts.scale] = masks.x | masks.y | masks.z;
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// Set our voxel position to the (0,0) of the correct oct by rerunning the logic step
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ts.oct_pos = ts.sub_oct_pos;
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@@ -334,9 +334,6 @@ __kernel void raycaster(
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bool shadow_ray = false;
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int vox_dim = setting(OCTDIM);
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int failsafe = 0;
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struct TraversalState traversal_state;
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traversal_state = get_oct_vox(
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@@ -397,7 +394,6 @@ __kernel void raycaster(
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(bool)(traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index],
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mask_index > prev_val);
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failsafe = 0;
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while ((mask_index < prev_val || !is_valid) && traversal_state.scale >= 1) {
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// Clear and pop the idx stack
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@@ -435,9 +431,6 @@ __kernel void raycaster(
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// Get the mask index of the new idx and check the valid status
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mask_index = traversal_state.idx_stack[traversal_state.scale];
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is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index];
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failsafe++;
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if (failsafe > 10)
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break;
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}
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@@ -445,12 +438,6 @@ __kernel void raycaster(
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// valid oct at the leaf indicated by the current idx in the idx stack scale
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// While we haven't bottomed out and the oct we're looking at is valid
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failsafe = 0;
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if (jump_power == 8 && is_valid)
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failsafe = 5;
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if (jump_power > 1 && is_valid)
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failsafe = 1;
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while (jump_power > 1 && is_valid) {
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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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@@ -500,10 +487,6 @@ __kernel void raycaster(
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is_valid = (traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & mask_8[mask_index];
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traversal_state.scale++;
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failsafe++;
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if (failsafe > 10)
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break;
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}
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traversal_state.sub_oct_pos = traversal_state.oct_pos;
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@@ -519,8 +502,6 @@ __kernel void raycaster(
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// Set our voxel position to the (0,0) of the correct oct by rerunning the logic step
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traversal_state.sub_oct_pos += select((int3)(0), (int3)(jump_power), voxel >= (int3)(jump_power) + traversal_state.oct_pos);
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traversal_state = traversal_state;
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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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