Optimizing, fixing things in the kernel. More oct work
This commit is contained in:
@@ -77,16 +77,10 @@ public:
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static const uint8_t idx_set_z_mask = 0x4;
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// Mask for checking if valid or leaf
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const uint8_t mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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0x10, 0x20, 0x40, 0x80
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};
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static const uint8_t mask_8[8];
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// Mask for counting the previous valid bits
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const uint8_t count_mask_8[8] = {
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0x1, 0x3, 0x7, 0xF,
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0x1F, 0x3F, 0x7F, 0xFF
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};
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static const uint8_t count_mask_8[8];
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// uint64_t manipulation masks
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@@ -16,6 +16,7 @@ __constant int2 zeroed_int2 = {0, 0};
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__constant const uchar idx_set_x_mask = 0x1;
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__constant const uchar idx_set_y_mask = 0x2;
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__constant const uchar idx_set_z_mask = 0x4;
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__constant const uchar idx_set_mask = {0x1, 0x2, 0x4};
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__constant const uchar mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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@@ -113,7 +114,6 @@ bool get_oct_vox(
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ulong current_index = *settings_buffer;
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ulong head = octree_descriptor_buffer[current_index];
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uint parent_stack_position = 0;
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ulong parent_stack[32];
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uchar scale = 0;
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@@ -123,7 +123,7 @@ bool get_oct_vox(
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bool found = false;
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parent_stack[parent_stack_position] = head;
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parent_stack[scale] = head;
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// Set our initial dimension and the position at the corner of the oct to keep track of our position
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int dimension = OCTDIM;
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@@ -139,12 +139,12 @@ bool get_oct_vox(
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//
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// No?
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// Break
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while (dimension > 1) {
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while (dimension > 64) {
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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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int mask_index = 0;
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idx_stack[scale] = 0;
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// Do the logic steps to find which sub oct we step down into
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if (position.x >= (dimension / 2) + quad_position.x) {
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@@ -152,27 +152,24 @@ bool get_oct_vox(
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// Set our voxel position to the (0,0) of the correct oct
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quad_position.x += (dimension / 2);
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// increment the mask index and mentioned above
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mask_index += 1;
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// Set the idx to represent the move
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idx_stack[scale] |= idx_set_x_mask;
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}
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if (position.y >= (dimension / 2) + quad_position.y) {
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quad_position.y |= (dimension / 2);
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mask_index += 2;
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quad_position.y += (dimension / 2);
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idx_stack[scale] |= idx_set_y_mask;
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}
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if (position.z >= (dimension / 2) + quad_position.z) {
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quad_position.z += (dimension / 2);
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mask_index += 4;
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idx_stack[scale] |= idx_set_z_mask;
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}
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int mask_index = idx_stack[scale];
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// Check to see if we are on a valid oct
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if ((head >> 16) & mask_8[mask_index]) {
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@@ -205,9 +202,8 @@ bool get_oct_vox(
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}
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head = octree_descriptor_buffer[current_index];
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// Increment the parent stack position and put the new oct node as the parent
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parent_stack_position++;
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parent_stack[parent_stack_position] = head;
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parent_stack[scale] = head;
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}
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else {
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@@ -285,7 +281,13 @@ __kernel void raycaster(
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// for all 3 axis XYZ. We take the full positive cardinality when
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// subtracting the floor, so we must transfer the sign over from
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// the voxel step
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float3 intersection_t = delta_t * ((*cam_pos) - ceil(*cam_pos)) * convert_float3(voxel_step);
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// handle the case where we're smack on 0 for the camera position
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float modifier = 0.0f;
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if (any(((*cam_pos) - ceil(*cam_pos) == 0.0f)))
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modifier = 0.000001f;
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float3 intersection_t = delta_t * ((*cam_pos) - ceil(*cam_pos) + modifier) * convert_float3(voxel_step);
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// When we transfer the sign over, we get the correct direction of
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// the offset, but we merely transposed over the value instead of mirroring
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@@ -309,7 +311,7 @@ __kernel void raycaster(
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bool shadow_ray = false;
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// Andrew Woo's raycasting algo
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while (distance_traveled < max_distance && bounce_count < 4) {
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while (distance_traveled < max_distance && bounce_count < 2) {
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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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@@ -326,26 +328,26 @@ __kernel void raycaster(
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constant int vox_dim = OCTDIM;
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// If we hit a voxel
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if (voxel.x < vox_dim && voxel.y < vox_dim && voxel.z < vox_dim){
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if (get_oct_vox(
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voxel,
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octree_descriptor_buffer,
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octree_attachment_lookup_buffer,
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octree_attachment_buffer,
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settings_buffer
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)){
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voxel_data = 5;
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} else {
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voxel_data = 0;
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}
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} else {
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// // If we hit a voxel
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// if (voxel.x < vox_dim && voxel.y < vox_dim && voxel.z < vox_dim){
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// if (get_oct_vox(
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// voxel,
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// octree_descriptor_buffer,
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// octree_attachment_lookup_buffer,
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// octree_attachment_buffer,
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// settings_buffer
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// )){
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// voxel_data = 5;
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// } else {
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// voxel_data = 0;
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// }
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// } else {
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voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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}
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//}
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if (voxel_data != 0) {
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if (voxel_data == 5 || voxel_data == 6) {
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// Determine where on the 2d plane the ray intersected
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face_position = zeroed_float3;
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tile_face_position = zeroed_float2;
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@@ -415,7 +417,7 @@ __kernel void raycaster(
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// Now we detect what type of of voxel we intersected and decide whether
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// to bend the ray, send out a light intersection ray, or add texture color
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// TEXTURE HIT + SHADOW REDIRECTION
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// TEXTURE HIT + SHADOW RAY REDIRECTION
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if (voxel_data == 5 && !shadow_ray){
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shadow_ray = true;
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@@ -436,7 +438,6 @@ __kernel void raycaster(
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fog_distance = distance_traveled;
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max_distance = distance_traveled + DistanceBetweenPoints(convert_float3(voxel), (float3)(lights[4], lights[5], lights[6]));
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir = normalize((float3)(lights[4], lights[5], lights[6]) - hit_pos);
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if (any(ray_dir == zeroed_float3))
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@@ -459,8 +460,6 @@ __kernel void raycaster(
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).xyz/4;
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voxel_color.w -= 0.0f;
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//max_distance += 200;
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float3 hit_pos = convert_float3(voxel) + face_position;
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ray_dir *= sign;
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@@ -471,8 +470,6 @@ __kernel void raycaster(
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voxel_step = ( 1, 1, 1 );
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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//voxel = convert_int3(hit_pos);
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delta_t = fabs(1.0f / ray_dir);
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intersection_t = delta_t * ((hit_pos)-floor(hit_pos)) * convert_float3(voxel_step);
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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@@ -52,17 +52,19 @@ Map::Map(uint32_t dimensions, Old_Map* array_map) {
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bool Map::test_oct_arr_traversal(sf::Vector3i dimensions) {
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sf::Vector2f cam_dir(0.95, 0.81);
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sf::Vector3f cam_pos(10.5, 10.5, 10.5);
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std::vector<std::tuple<sf::Vector3i, char>> list1 = CastRayCharArray(voxel_data, &dimensions, &cam_dir, &cam_pos);
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std::vector<std::tuple<sf::Vector3i, char>> list2 = CastRayOctree(&octree, &dimensions, &cam_dir, &cam_pos);
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//sf::Vector2f cam_dir(0.95, 0.81);
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//sf::Vector3f cam_pos(10.5, 10.5, 10.5);
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//std::vector<std::tuple<sf::Vector3i, char>> list1 = CastRayCharArray(voxel_data, &dimensions, &cam_dir, &cam_pos);
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//std::vector<std::tuple<sf::Vector3i, char>> list2 = CastRayOctree(&octree, &dimensions, &cam_dir, &cam_pos);
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//if (list1 != list2) {
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// return false;
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//} else {
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// return true;
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//}
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if (list1 != list2) {
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return false;
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} else {
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return true;
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}
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}
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void Map::setVoxel(sf::Vector3i pos, int val) {
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@@ -117,12 +119,6 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayCharArray(
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voxel_step.z *= (ray_dir.z > 0) - (ray_dir.z < 0);
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// =================================================================================================
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// =================================================================================================
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// =================================================================================================
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// =================================================================================================
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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sf::Vector3f delta_t(
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@@ -196,7 +192,7 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayOctree(
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) {
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// Setup the voxel coords from the camera origin
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sf::Vector3i voxel(*cam_pos);
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sf::Vector3i voxel(0,0,0);
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// THIS DOES NOT HAVE TO RETURN TRUE ON FOUND
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// This function when passed an "air" voxel will return as far down
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@@ -238,9 +234,8 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayOctree(
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voxel_step.z *= (ray_dir.z > 0) - (ray_dir.z < 0);
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// set the jump multiplier based on the traversal state vs the log base 2 of the maps dimensions
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int jump_power = 1;
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if (log2(map_dim->x) != traversal_state.scale)
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jump_power = pow(2, traversal_state.scale);
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int jump_power = log2(map_dim->x) - traversal_state.scale;
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// Delta T is the units a ray must travel along an axis in order to
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// traverse an integer split
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@@ -316,17 +311,21 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayOctree(
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}
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traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask;
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int mask_index = traversal_state.idx_stack[traversal_state.scale];
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// Check to see if the idx increased or decreased
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// If it decreased
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// Pop up the stack until the oct that the ray is within is valid.
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while (traversal_state.idx_stack[traversal_state.scale] < prev_val) {
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// Pop up the stack until the oct that the idx flip is valid and we landed on a valid oct
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while (traversal_state.idx_stack[traversal_state.scale] < prev_val ||
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!((traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & Octree::mask_8[mask_index])
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) {
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jump_power *= 2;
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traversal_state.oct_pos.x;
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traversal_state.oct_pos.y;
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traversal_state.oct_pos.z;
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// Keep track of the 0th edge of out current oct
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traversal_state.oct_pos.x = floor(voxel.x / 2) * jump_power;
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traversal_state.oct_pos.y = floor(voxel.x / 2) * jump_power;
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traversal_state.oct_pos.z = floor(voxel.x / 2) * jump_power;
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// Clear and pop the idx stack
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traversal_state.idx_stack[traversal_state.scale] = 0;
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@@ -345,10 +344,21 @@ std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayOctree(
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// Apply the face mask to the new idx for the while check
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traversal_state.idx_stack[traversal_state.scale] ^= this_face_mask;
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mask_index = traversal_state.idx_stack[traversal_state.scale];
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}
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// Check to see if we are on a valid oct
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//if ((traversal_state.parent_stack[traversal_state.parent_stack_position] >> 16) & Octree::mask_8[mask_index]) {
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// // Check to see if it is a leaf
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// if ((traversal_state.parent_stack[traversal_state.parent_stack_position] >> 24) & Octree::mask_8[mask_index]) {
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// // If it is, then we cannot traverse further as CP's won't have been generated
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// state.found = 1;
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// return state;
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// }
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//}
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// Check to see if we are on top of a valid branch
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// Traverse down to the lowest valid oct that the ray is within
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@@ -69,30 +69,20 @@ OctState Octree::GetVoxel(sf::Vector3i position) {
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// Break
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while (dimension > 1) {
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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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int mask_index = 0;
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// Do the logic steps to find which sub oct we step down into
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if (position.x >= (dimension / 2) + state.oct_pos.x) {
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// Set our voxel position to the (0,0) of the correct oct
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state.oct_pos.x += (dimension / 2);
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// increment the mask index and mentioned above
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mask_index += 1;
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// Set the idx to represent the move
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state.idx_stack[state.scale] |= idx_set_x_mask;
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}
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if (position.y >= (dimension / 2) + state.oct_pos.y) {
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state.oct_pos.y |= (dimension / 2);
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mask_index += 2;
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// TODO What the hell is going on with the or operator on this one!??!?!?!
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state.oct_pos.y += (dimension / 2);
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// TODO What is up with the XOR operator that was on this one?
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state.idx_stack[state.scale] |= idx_set_y_mask;
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@@ -102,12 +92,14 @@ OctState Octree::GetVoxel(sf::Vector3i position) {
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state.oct_pos.z += (dimension / 2);
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mask_index += 4;
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state.idx_stack[state.scale] |= idx_set_z_mask;
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}
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// Our count mask matches the way we index our idx so we can just
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// copy it over
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int mask_index = state.idx_stack[state.scale];
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// Check to see if we are on a valid oct
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if ((head >> 16) & mask_8[mask_index]) {
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@@ -367,3 +359,13 @@ bool Octree::Validate(char* data, sf::Vector3i dimensions){
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unsigned int Octree::getDimensions() {
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return oct_dimensions;
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}
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const uint8_t Octree::mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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0x10, 0x20, 0x40, 0x80
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};
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const uint8_t Octree::count_mask_8[8] = {
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0x1, 0x3, 0x7, 0xF,
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0x1F, 0x3F, 0x7F, 0xFF
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};
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