256^3 rendering at 15FPS WITHOUT THE TRAVERSAL ALGORITHM! This thing's gonna FLY!
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@@ -126,7 +126,7 @@ bool get_oct_vox(
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parent_stack[parent_stack_position] = 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 = 128;
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int dimension = OCTDIM;
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int3 quad_position = zeroed_int3;
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// While we are not at the required resolution
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@@ -192,16 +192,17 @@ bool get_oct_vox(
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// Negate it by one as it counts itself
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int count = popcount((uchar)(head >> 16) & count_mask_8[mask_index]) - 1;
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//bool jumping = false;
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//if (far_bit_mask & descriptor_buffer[current_index])
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// jumping = true;
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// access the far point at which the head points too. Determine it's value, and add
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// a count of the valid bits to the index
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if (far_bit_mask & octree_descriptor_buffer[current_index]) {
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int far_pointer_index = current_index + (head & child_pointer_mask);
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current_index = octree_descriptor_buffer[far_pointer_index] + count;
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}
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// access the element at which head points to and then add the specified number of indices
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// to get to the correct child descriptor
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current_index = current_index + (head & child_pointer_mask) + count;
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//if (jumping == true)
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// current_index = descriptor_buffer[current_index];
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else {
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current_index = current_index + (head & child_pointer_mask) + count;
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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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@@ -323,7 +324,7 @@ __kernel void raycaster(
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break;
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}
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constant int vox_dim = 128;
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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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