Very very close to pixel perfect shadows. Having some of that axis switch malarchy slowing things down
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@@ -47,7 +47,9 @@ int rand(int* seed) // 1 <= *seed < m
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return(*seed);
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}
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float DistanceBetweenPoints(float3 a, float3 b) {
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return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
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}
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// =================================== Boolean ray intersection ============================
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// =========================================================================================
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@@ -62,6 +64,8 @@ bool cast_light_intersection_ray(
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){
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float distance_to_light = DistanceBetweenPoints(ray_pos, (float3)(lights[4], lights[5], lights[6]));
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// Setup the voxel step based on what direction the ray is pointing
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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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@@ -80,29 +84,14 @@ bool cast_light_intersection_ray(
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// for all 3 axis XYZ.
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float3 intersection_t = delta_t *offset;
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// for negative values, wrap around the delta_t, rather not do this
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// component wise, but it doesn't appear to want to work
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if (intersection_t.x < 0) {
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intersection_t.x += delta_t.x;
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}
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if (intersection_t.y < 0) {
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intersection_t.y += delta_t.y;
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}
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if (intersection_t.z < 0) {
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intersection_t.z += delta_t.z;
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}
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// Hard cut-off for how far the ray can travel
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int max_dist = 800;
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int dist = 0;
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// for negative values, wrap around the delta_t
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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int3 face_mask = { 0, 0, 0 };
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// Andrew Woo's raycasting algo
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do {
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
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@@ -112,10 +101,8 @@ bool cast_light_intersection_ray(
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int3 overshoot = voxel < *map_dim;
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int3 undershoot = voxel >= 0;
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if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0) {
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return false;
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}
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if (undershoot.z == 0) {
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if (any(overshoot == (int3)(0, 0, 0)) ||
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any(undershoot == (int3)(0, 0, 0))) {
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return false;
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}
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@@ -123,14 +110,14 @@ bool cast_light_intersection_ray(
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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 (voxel_data != 0) {
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if (voxel_data != 0)
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return true;
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}
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dist++;
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} while (dist < 700);
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//} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
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} while (intersection_t.x < distance_to_light - 1 ||
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intersection_t.y < distance_to_light - 1 ||
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intersection_t.z < distance_to_light - 1 );
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return false;
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}
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@@ -284,19 +271,11 @@ __kernel void raycaster(
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// Intersection T is the collection of the next intersection points
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// for all 3 axis XYZ.
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float3 intersection_t = delta_t * (offset);
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float3 intersection_t = delta_t * offset;
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// for negative values, wrap around the delta_t, rather not do this
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// component wise, but it doesn't appear to want to work
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if (intersection_t.x < 0) {
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intersection_t.x += delta_t.x;
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}
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if (intersection_t.y < 0) {
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intersection_t.y += delta_t.y;
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}
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if (intersection_t.z < 0) {
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intersection_t.z += delta_t.z;
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}
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// for negative values, wrap around the delta_t
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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// Hard cut-off for how far the ray can travel
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int max_dist = 800;
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@@ -350,64 +329,62 @@ __kernel void raycaster(
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}
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// set to which face
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float3 face_position = convert_float3(face_mask * voxel_step);
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float3 face_position = (float)(0); //convert_float3(-face_mask * voxel_step);// convert_float3(face_mask * voxel_step) * -1;
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if (face_mask.x * voxel_step.x == -1) {
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float z_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.z;
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float y_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.y;
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if (face_mask.x == -1) {
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//float z_percent = ((intersection_t.z - delta_t.z) - intersection_t.x) / delta_t.z;
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//float y_percent = ((intersection_t.y - delta_t.y) - intersection_t.x) / delta_t.y;
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float z_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.z;
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float y_percent = (intersection_t.y - (intersection_t.x - delta_t.x)) / delta_t.y;
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//if (z_percent > 0 && z_percent > 1)
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// face_position = (float3)(-1.0f, 1-y_percent, 1-z_percent);
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face_position = (float3)(1.0f, y_percent, z_percent);
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if (face_mask.x == 1)
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face_position *= -1;
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}
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else if (face_mask.y == -1) {
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if (face_mask.y * voxel_step.y == -1) {
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//float x_percent = ((intersection_t.x - delta_t.x) - intersection_t.y) / delta_t.x;
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//float z_percent = ((intersection_t.z - delta_t.z) - intersection_t.y) / delta_t.z;
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float x_percent = (intersection_t.y - (intersection_t.x - delta_t.x)) / delta_t.x;
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float z_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.z;
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float x_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.x;
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float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
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face_position = (float3)(x_percent, 1.0f, z_percent);
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if (face_mask.y == 1)
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face_position *= -1;
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}
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if (face_mask.z * voxel_step.z == -1) {
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else if (face_mask.z == -1) {
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//float x_percent = ((intersection_t.x - delta_t.x) - intersection_t.z) / delta_t.x;
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//float y_percent = ((intersection_t.y - delta_t.y) - intersection_t.z) / delta_t.y;
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float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x;
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float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
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float vx = intersection_t.x - delta_t.x;
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float vy = intersection_t.y - delta_t.y;
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float vz = intersection_t.z - delta_t.z;
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float x_percent = (intersection_t.z - (intersection_t.x - delta_t.x)) / delta_t.x;
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float y_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.y;
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face_position = (float3)(x_percent, y_percent, 1.0f);
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if (face_mask.z == 1)
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face_position *= -1;
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}
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// set the xy for that face
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//face_position +=
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// convert_float3(face_mask == (int3)(1,1,1))
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// convert_float3(face_mask == (int3)(0,0,0)) * (intersection_t - delta_t);
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if (ray_dir.x > 0)
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face_position.x = - face_position.x - 1;
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if (ray_dir.y > 0)
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face_position.y = - face_position.y - 1;
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if (ray_dir.z > 0)
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face_position.z = - face_position.z - 1;
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//face_position += convert_float3(face_mask == (int3)(0,0,0)) * (rand(&seed) % 10) / 50.0;
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if (cast_light_intersection_ray(
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map,
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map_dim,
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normalize((float3)(lights[4], lights[5], lights[6]) - (convert_float3(voxel))),
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(convert_float3(voxel) + face_position),//convert_float3(face_mask * voxel_step)),//face_position),//
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normalize((float3)(lights[4], lights[5], lights[6]) - (convert_float3(voxel) + face_position)),
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(convert_float3(voxel) + face_position),
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lights,
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light_count
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)) {
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