Changed to non branching algo, sped up a good 30-50 ms at the current max
ray dist. Also changed bounds checking a little, not sure if it's faster
This commit is contained in:
@@ -8,21 +8,15 @@ class Map {
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public:
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Map(sf::Vector3i dim) {
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list = new char[dim.x * dim.y * dim.z];
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for (int i = 0; i < dim.x * dim.y * dim.x; i++) {
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list[i] = 0;
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}
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//for (int i = 0; i < dim.x * dim.y * dim.x; i++) {
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// list[i] = 0;
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//}
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for (int x = 0; x < dim.x; x++) {
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for (int y = 0; y < dim.y; y++) {
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for (int z = 0; z < dim.z; z++) {
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if (dim.z < 30) {
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list[x + dim.x * (y + dim.z * z)] = 3;
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}
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else if (rand() % 1000 < 1)
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for (int x = 0; x < dim.x / 10; x++) {
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for (int y = 0; y < dim.y / 10; y++) {
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for (int z = 0; z < dim.z / 10; z++) {
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if (rand() % 1000 < 1)
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list[x + dim.x * (y + dim.z * z)] = rand() % 6;
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else
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list[x + dim.x * (y + dim.z * z)] = 0;
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}
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}
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}
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@@ -19,6 +19,10 @@ public:
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}
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void frame(double delta_time){
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if (frame_count == 100){
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frame_count = 0;
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fps_average = 0;
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}
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frame_count++;
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fps_average += (delta_time - fps_average) / frame_count;
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}
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@@ -73,67 +73,64 @@ __kernel void min_kern(
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int face = -1;
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// X:0, Y:1, Z:2
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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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if ((intersection_t.x) < (intersection_t.y)) {
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if ((intersection_t.x) < (intersection_t.z)) {
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face = 0;
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voxel.x += voxel_step.x;
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intersection_t.x = intersection_t.x + delta_t.x;
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} else {
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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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intersection_t += delta_t * fabs(convert_float3(mask.xyz));
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voxel.xyz += voxel_step.xyz * mask.xyz;
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face = 2;
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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} else {
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if ((intersection_t.y) < (intersection_t.z)) {
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face = 1;
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voxel.y += voxel_step.y;
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intersection_t.y = intersection_t.y + delta_t.y;
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} else {
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face = 2;
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voxel.z += voxel_step.z;
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intersection_t.z = intersection_t.z + delta_t.z;
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}
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}
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// If the ray went out of bounds
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if (voxel.z >= map_dim->z) {
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write_imagef(image, pixel, (float4)(.5, .50, .00, 1));
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return;
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}
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if (voxel.x >= map_dim->x) {
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write_imagef(image, pixel, (float4)(.00, .00, .99, 1));
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return;
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}
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if (voxel.y >= map_dim->x) {
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write_imagef(image, pixel, (float4)(.00, .44, .00, 1));
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return;
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}
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int3 overshoot = voxel.xyz <= map_dim->xyz;
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int3 undershoot = voxel > 0;
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if (voxel.x < 0) {
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write_imagef(image, pixel, (float4)(.99, .00, .99, 1));
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//if (id == 240000)
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// printf("%i, %i, %i\n", overshoot.x, overshoot.y, overshoot.z);
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//if (id == 240000)
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// printf("%i, %i, %i\n", undershoot.x, undershoot.y, undershoot.z);
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if (overshoot.x == 0|| overshoot.y == 0 || overshoot.z == 0){
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write_imagef(image, pixel, (float4)(.50 * abs(overshoot.x), .50 * abs(overshoot.y), .50 * abs(overshoot.z), 1));
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return;
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}
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if (voxel.y < 0) {
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write_imagef(image, pixel, (float4)(.99, .99, .00, 1));
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return;
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}
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if (voxel.z < 0) {
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write_imagef(image, pixel, (float4)(.00, .99, .99, 1));
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if (undershoot.x == 0 || undershoot.y == 0 || undershoot.z == 0) {
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write_imagef(image, pixel, (float4)(.1 * abs(undershoot.x), .80 * abs(undershoot.y), .20 * abs(undershoot.z), 1));
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return;
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}
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//if (voxel.x >= map_dim->x) {
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// write_imagef(image, pixel, (float4)(.00, .00, .99, 1));
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// return;
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//}
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//if (voxel.y >= map_dim->x) {
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// write_imagef(image, pixel, (float4)(.00, .44, .00, 1));
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// return;
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//}
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//if (voxel.x < 0) {
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// write_imagef(image, pixel, (float4)(.99, .00, .99, 1));
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// return;
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//}
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//if (voxel.y < 0) {
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// write_imagef(image, pixel, (float4)(.99, .99, .00, 1));
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// return;
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//}
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//if (voxel.z < 0) {
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// write_imagef(image, pixel, (float4)(.00, .99, .99, 1));
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// return;
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//}
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// If we hit a voxel
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int index = voxel.x + map_dim->x * (voxel.y + map_dim->z * voxel.z);
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int voxel_data = map[index];
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//if (id == 240000)
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//printf("%i, %i, %i\n", voxel.x, voxel.y, voxel.z);
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if (voxel_data != 0) {
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switch (voxel_data) {
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16
src/main.cpp
16
src/main.cpp
@@ -75,7 +75,9 @@ int main() {
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c.create_command_queue();
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//c.compile_kernel("../kernels/kernel.cl", true, "hello");
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c.compile_kernel("../kernels/minimal_kernel.cl", true, "min_kern");
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if (c.compile_kernel("../kernels/minimal_kernel.cl", true, "min_kern") < 0) {
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std::cin.get();
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}
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std::cout << "map...";
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sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z);
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@@ -252,6 +254,14 @@ int main() {
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// If the user tries to exit the application via the GUI
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if (event.type == sf::Event::Closed)
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window.close();
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if (event.type == sf::Event::KeyPressed) {
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if (event.key.code == sf::Keyboard::Space) {
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if (mouse_enabled)
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mouse_enabled = false;
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else
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mouse_enabled = true;
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}
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}
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}
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cam_vec.x = 0;
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@@ -289,6 +299,7 @@ int main() {
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cam_vec.y = -0.1f;
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}
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if (mouse_enabled) {
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deltas = fixed - sf::Mouse::getPosition();
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if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
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@@ -297,7 +308,7 @@ int main() {
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cam_dir.y -= deltas.y / 300.0f;
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cam_dir.z -= deltas.x / 300.0f;
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}
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}
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cam_pos.x += cam_vec.x / 1.0;
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cam_pos.y += cam_vec.y / 1.0;
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cam_pos.z += cam_vec.z / 1.0;
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@@ -355,6 +366,7 @@ int main() {
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fps.draw(&window);
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window.display();
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//std::cin.get();
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}
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return 0;
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}
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