tweaked some groovy color effects, updated screeny. I think I might have added fog in this one too?
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Before Width: | Height: | Size: 95 KiB After Width: | Height: | Size: 554 KiB |
@@ -84,7 +84,8 @@ __kernel void raycaster(
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global float3* cam_pos,
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global float* lights,
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global int* light_count,
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__write_only image2d_t image
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__write_only image2d_t image,
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global int* seed
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){
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size_t id = get_global_id(0);
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@@ -138,15 +139,19 @@ __kernel void raycaster(
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}
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// use a ghetto ass rng to give rays a "fog" appearance
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int2 randoms = { 3, 14 };
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uint seed = randoms.x + id;
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uint t = seed ^ (seed << 11);
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int2 randoms = { seed, ray_dir.y };
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uint tseed = randoms.x + id;
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uint t = tseed ^ (tseed << 11);
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uint result = randoms.y ^ (randoms.y >> 19) ^ (t ^ (t >> 8));
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*seed = result % 50;
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int max_dist = 800 + result % 50;
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int max_dist = 800 + result % 100;
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int dist = 0;
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int3 mask = { 0, 0, 0 };
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float4 color = { 0.73, 0.81, 0.89, 0.6 };
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float4 c = (float4)(0.40, 0.00, 0.40, 0.2);
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c.x += ray_dir.y;// (result % 100) / 100;
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// Andrew Woo's raycasting algo
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do {
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@@ -160,11 +165,11 @@ __kernel void raycaster(
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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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write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
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write_imagef(image, pixel, white_light(mix(color, (float4)(0.40, 0.00, 0.40, 0.2), 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), mask));
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return;
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}
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if (undershoot.z == 0) {
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write_imagef(image, pixel, (float4)(.14, .30, .50, 1.0));
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write_imagef(image, pixel, white_light(mix(color, (float4)(0.40, 0.00, 0.40, 0.2), 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), mask));
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return;
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}
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@@ -190,8 +195,8 @@ __kernel void raycaster(
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return;
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case 5:
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//write_imagef(image, pixel, (float4)(.00, .00, + 0.5, 1.00));
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write_imagef(image, pixel, white_light((float4)(0.40, 0.00, 0.40, 0.2), (float3)(lights[7], lights[8], lights[9]), mask));
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//write_imagef(image, pixel, (float4)(0.40, 0.00, 0.40, 0.2));
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write_imagef(image, pixel, white_light(mix(color, c, 1.0 - max((dist/700.0f) - 0.3f, (float)0)), (float3)(lights[7], lights[8], lights[9]), mask));
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return;
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float3 vox = convert_float3(voxel);
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@@ -221,8 +226,10 @@ __kernel void raycaster(
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}
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dist++;
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} while (dist < max_dist);
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write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
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} while (dist / 700.0f < 1);
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//dist < max_dist
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write_imagef(image, pixel, white_light(mix(color, (float4)(0.40, 0.00, 0.40, 0.2), 1.0 - max(dist / 700.0f, (float)0)), (float3)(lights[7], lights[8], lights[9]), mask));
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//write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
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return;
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}
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@@ -113,7 +113,7 @@ void GL_Testing::create_buffers() {
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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@@ -36,6 +36,11 @@ int Hardware_Caster::init() {
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return error;
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}
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srand(NULL);
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int seed = rand();
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create_buffer("seed", sizeof(int), &seed);
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return 1;
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}
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@@ -80,6 +85,7 @@ void Hardware_Caster::validate()
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set_kernel_arg("raycaster", 6, "lights");
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set_kernel_arg("raycaster", 7, "light_count");
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set_kernel_arg("raycaster", 8, "image");
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set_kernel_arg("raycaster", 9, "seed");
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print_kernel_arguments();
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}
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@@ -73,7 +73,6 @@ int main() {
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t.compile_shader("../shaders/passthrough.vert", GL_Testing::Shader_Type::VERTEX);
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t.create_program();
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t.create_buffers();
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t.transform();
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// Initialize the raycaster hardware, compat, or software
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RayCaster *rc = new Hardware_Caster();
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@@ -233,9 +232,9 @@ int main() {
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window.popGLStates();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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t.rotate(delta_time);
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t.transform();
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t.draw();
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//t.rotate(delta_time);
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//t.transform();
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//t.draw();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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