It's time to do the voxel traversal. Going to need to come up with a linear algorithm that doesn't take forever
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@@ -13,12 +13,13 @@
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#include <unordered_map>
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#include <bitset>
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#include <cstring>
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#include <queue>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#define CHUNK_DIM 32
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#define OCT_DIM 64
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#define OCT_DIM 8
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struct XYZHasher {
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std::size_t operator()(const sf::Vector3i& k) const {
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@@ -35,7 +36,7 @@ public:
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// initialize the first stack block
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stack.push_back(new uint64_t[0x8000]);
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for (int i = 0; i < 0x8000; i++) {
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stack.back() = 0;
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stack.back()[i] = 0;
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}
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};
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@@ -69,6 +70,25 @@ public:
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return stack_pos;
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};
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// This might need to be a recursive function. But it needs to be easily ported to
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// OpenCL C. Might spend some time thinking about how to do this in a linear algorithm
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bool get_voxel(sf::Vector2i position) {
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std::queue<uint64_t> parent_stack;
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uint64_t head = stack.front()[stack_pos];
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parent_stack.push(head);
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uint64_t index = cp_to_index(head);
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return true;
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}
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void print_block(int block_pos) {
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std::stringstream sss;
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for (int i = 0; i < (int)pow(2, 15); i++) {
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@@ -78,8 +98,13 @@ public:
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DumpLog(&sss, "raw_data.txt");
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}
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private:
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uint64_t cp_to_index(uint64_t descriptor) {
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return descriptor >> 64 - 15;
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};
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uint64_t is_leaf(uint64_t descriptor, )
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};
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@@ -176,7 +176,7 @@ void Map::generate_octree() {
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a.print_block(0);
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a.get_voxel(sf::Vector2i(0, 0));
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}
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void Map::load_unload(sf::Vector3i world_position) {
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@@ -91,7 +91,7 @@ int main() {
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_map.generate_octree();
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// =============================
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return 0;
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/*GL_Testing t;
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t.compile_shader("../shaders/passthrough.frag", GL_Testing::Shader_Type::FRAGMENT);
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@@ -109,8 +109,7 @@ void Hardware_Caster::create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim
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create_buffer("tile_dim", sizeof(sf::Vector2i), &tile_dim);
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}
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void Hardware_Caster::compute()
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{
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void Hardware_Caster::compute() {
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// correlating work size with texture size? good, bad?
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run_kernel("raycaster", viewport_texture.getSize().x * viewport_texture.getSize().y);
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}
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@@ -196,20 +195,6 @@ void Hardware_Caster::create_viewport(int width, int height, float v_fov, float
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}
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//void Hardware_Caster::assign_lights(std::vector<LightController> *lights) {
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//
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// //this->lights = ;
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//
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// std::cout << sizeof(LightController);
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// std::cout << sizeof(float);
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// light_count = static_cast<int>(lights->size());
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//
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// //create_buffer("lights", sizeof(float) * 10 * light_count, this->lights->data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
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//
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// create_buffer("light_count", sizeof(int), &light_count);
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//
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//}
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void Hardware_Caster::assign_lights(std::vector<PackedData> *data) {
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// Get a pointer to the packed light data
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