Redid the colors, added a few comments
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@@ -25,35 +25,24 @@ __kernel void min_kern(
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__write_only image2d_t image
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){
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// Get the pixel position of this worker
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size_t id = get_global_id(0);
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int2 pixel = {id % resolution->x, id / resolution->x};
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//int2 pixel = {1, 1};
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// Slew the ray into it's correct position based on the view matrix's starting position
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// and the camera's current direction
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float3 ray_dir = projection_matrix[pixel.x + resolution->x * pixel.y];
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// Yaw
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ray_dir = (float3)(
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ray_dir.z * sin(cam_dir->y) + ray_dir.x * cos(cam_dir->y),
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ray_dir.y,
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ray_dir.z * cos(cam_dir->y) - ray_dir.x * sin(cam_dir->y)
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);
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//
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// float a = cam_dir->x;
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// float b = cam_dir->y;
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// float c = cam_dir->z;
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//
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// ray_dir.x = ray_dir.z * sin(b) + ray_dir.x * cos(b);
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// ray_dir.y = ray_dir.y;
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// ray_dir.z = ray_dir.z * cos(b) - ray_dir.x * sin(b);
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//
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//
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// float3 ray_dir2 = (float3)(
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// ray_dir.x * cos(c) - ray_dir.y * sin(c),
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// ray_dir.x * sin(c) + ray_dir.y * cos(c),
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// ray_dir.z);
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//
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// printf("%f, %f, %f", ray_dir2.x, ray_dir2.y, ray_dir2.z);
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// Pitch
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ray_dir = (float3)(
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ray_dir.x * cos(cam_dir->z) - ray_dir.y * sin(cam_dir->z),
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ray_dir.x * sin(cam_dir->z) + ray_dir.y * cos(cam_dir->z),
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@@ -64,10 +53,6 @@ __kernel void min_kern(
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int3 voxel_step = {1, 1, 1};
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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/*voxel_step.x *= (ray_dir.x > 0) - (ray_dir.x < 0);
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voxel_step.y *= (ray_dir.y > 0) - (ray_dir.y < 0);
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voxel_step.z *= (ray_dir.z > 0) - (ray_dir.z < 0);*/
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// Setup the voxel coords from the camera origin
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int3 voxel = convert_int3(*cam_pos);
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@@ -79,21 +64,26 @@ __kernel void min_kern(
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// for all 3 axis XYZ.
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float3 intersection_t = delta_t;
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// Create a psuedo random number for view fog
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int2 randoms = { 3, 14 };
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uint seed = randoms.x + id;
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uint t = seed ^ (seed << 11);
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uint result = randoms.y ^ (randoms.y >> 19) ^ (t ^ (t >> 8));
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int max_dist = 500 + result % 50;
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// Distance a ray can travel before it terminates
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int max_dist = 200 + result % 50;
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int dist = 0;
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// Bitmask to keep track of which axis was tripped
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int3 mask = { 0, 0, 0 };
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// Andrew Woo's raycasting algo
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do {
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// Non-branching test of the lowest delta_t value
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mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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float3 thing = delta_t * fabs(convert_float3(mask.xyz));
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// Based on the result increment the voxel and intersection
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intersection_t += delta_t * fabs(convert_float3(mask.xyz));
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voxel.xyz += voxel_step.xyz * mask.xyz;
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@@ -101,12 +91,15 @@ __kernel void min_kern(
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int3 overshoot = voxel <= *map_dim;
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int3 undershoot = voxel > 0;
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// "Sky"
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if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0){
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write_imageui(image, pixel, (uint4)(50, 50, 50, 255));
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write_imageui(image, pixel, (uint4)(135, 206, 235, 255));
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return;
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}
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// "Water"
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if (undershoot.z == 0) {
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write_imageui(image, pixel, (uint4)(14, 30, 50, 255));
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write_imageui(image, pixel, (uint4)(64, 164, 223, 255));
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return;
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}
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@@ -130,7 +123,7 @@ __kernel void min_kern(
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return;
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case 5:
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//write_imageui(image, pixel, (uint4)(200, 200, 200, 255));
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write_imageui(image, pixel, white_light((uint4)(225, 232, 214, 100), (float3)(lights[7], lights[8], lights[9]), mask));
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write_imageui(image, pixel, white_light((uint4)(44, 176, 55, 100), (float3)(lights[7], lights[8], lights[9]), mask));
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return;
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case 6:
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write_imageui(image, pixel, (uint4)(30, 80, 10, 255));
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@@ -141,6 +134,6 @@ __kernel void min_kern(
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dist++;
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} while (dist < max_dist);
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write_imageui(image, pixel, (uint4)(73, 81, 89, 255));
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write_imageui(image, pixel, (uint4)(135, 206, 235, 255));
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return;
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}
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