Turned off experimental phong lighting in the kernel
fixed all compiler errors thrown by MSVC Switched experimental octree map back to the old map Refactored old map system, prettied it up
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@@ -16,7 +16,13 @@ float4 white_light(float4 input, float3 light, int3 mask) {
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// 0 1 2 3 4 5 6 7 8 9
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// {r, g, b, i, x, y, z, x', y', z'}
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float4 cast_light_rays(float3 eye_direction, float3 ray_origin, float4 voxel_color, float3 voxel_normal, global float* lights, global int* light_count) {
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float4 cast_light_rays(
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float3 eye_direction,
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float3 ray_origin,
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float4 voxel_color,
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float3 voxel_normal,
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global float* lights,
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global int* light_count) {
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// set the ray origin to be where the initial ray intersected the voxel
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// which side z, and the x and y position
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@@ -183,10 +189,10 @@ __kernel void min_kern(
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write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
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return;
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case 5:
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{
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//write_imagef(image, pixel, (float4)(.00, .00, + 0.5, 1.00));
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//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));
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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));
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return;
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float3 vox = convert_float3(voxel);
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float3 norm = normalize(convert_float3(mask) * convert_float3(voxel_step));
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@@ -204,13 +210,13 @@ __kernel void min_kern(
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));
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return;
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}
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case 6:
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write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
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return;
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default:
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write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
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return;
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//write_imagef(image, pixel, (float4)(.30, .10, .10, 1.00));
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continue;
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}
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}
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