Got the octree data to the GPU and it's traversing it, but it having some corruption issues. Endianness???

This commit is contained in:
MitchellHansen
2017-09-24 00:50:09 -07:00
parent ba11f9c081
commit ebce781eb3
12 changed files with 403 additions and 152 deletions

View File

@@ -25,13 +25,10 @@ float4 white_light(float4 input, float3 light, int3 mask) {
}
// Phong + diffuse lighting function for g
// 0 1 2 3 4 5 6 7 8 9
// {r, g, b, i, x, y, z, x', y', z'}
float4 view_light(float4 in_color, float3 light, float4 light_color, float3 view, int3 mask) {
float d = Distance(light) / 100.0f;
@@ -63,7 +60,155 @@ int rand(int* seed) // 1 <= *seed < m
return(*seed);
}
bool get_oct_vox(
int3 position,
global ulong *octree_descriptor_buffer,
global uint *octree_attachment_lookup_buffer,
global ulong *octree_attachment_buffer,
global ulong *settings_buffer
){
// (X, Y, Z) mask for the idx
const uchar idx_set_x_mask = 0x1;
const uchar idx_set_y_mask = 0x2;
const uchar idx_set_z_mask = 0x4;
const uchar mask_8[8] = {
0x1, 0x2, 0x4, 0x8,
0x10, 0x20, 0x40, 0x80
};
// Mask for counting the previous valid bits
const uchar count_mask_8[8] = {
0x1, 0x3, 0x7, 0xF,
0x1F, 0x3F, 0x7F, 0xFF
};
// uint64_t manipulation masks
const ulong child_pointer_mask = 0x0000000000007fff;
const ulong far_bit_mask = 0x8000;
const ulong valid_mask = 0xFF0000;
const ulong leaf_mask = 0xFF000000;
const ulong contour_pointer_mask = 0xFFFFFF00000000;
const ulong contour_mask = 0xFF00000000000000;
// push the root node to the parent stack
ulong current_index = *settings_buffer;
ulong head = octree_descriptor_buffer[current_index];
uint parent_stack_position = 0;
ulong parent_stack[32];
uchar scale = 0;
uchar idx_stack[32];
ulong current_descriptor = 0;
bool found = false;
parent_stack[parent_stack_position] = head;
// Set our initial dimension and the position at the corner of the oct to keep track of our position
int dimension = 32;
int3 quad_position = (0, 0, 0);
// While we are not at the required resolution
// Traverse down by setting the valid/leaf mask to the subvoxel
// Check to see if it is valid
// Yes?
// Check to see if it is a leaf
// No? Break
// Yes? Scale down to the next hierarchy, push the parent to the stack
//
// No?
// Break
while (dimension > 1) {
// So we can be a little bit tricky here and increment our
// array index that holds our masks as we build the idx.
// Adding 1 for X, 2 for Y, and 4 for Z
int mask_index = 0;
// Do the logic steps to find which sub oct we step down into
if (position.x >= (dimension / 2) + quad_position.x) {
// Set our voxel position to the (0,0) of the correct oct
quad_position.x += (dimension / 2);
// increment the mask index and mentioned above
mask_index += 1;
// Set the idx to represent the move
idx_stack[scale] |= idx_set_x_mask;
}
if (position.y >= (dimension / 2) + quad_position.y) {
quad_position.y |= (dimension / 2);
mask_index += 2;
// TODO What is up with the binary operator on this one?
idx_stack[scale] ^= idx_set_y_mask;
}
if (position.z >= (dimension / 2) + quad_position.z) {
quad_position.z += (dimension / 2);
mask_index += 4;
idx_stack[scale] |= idx_set_z_mask;
}
// Check to see if we are on a valid oct
if ((head >> 16) & mask_8[mask_index]) {
// Check to see if it is a leaf
if ((head >> 24) & mask_8[mask_index]) {
// If it is, then we cannot traverse further as CP's won't have been generated
found = true;
return found;
}
// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
scale++;
dimension /= 2;
// Count the number of valid octs that come before and add it to the index to get the position
// Negate it by one as it counts itself
int count = popcount((uchar)(head >> 16) & count_mask_8[mask_index]) - 1;
// access the element at which head points to and then add the specified number of indices
// to get to the correct child descriptor
current_index = current_index + (head & child_pointer_mask) + count;
head = octree_descriptor_buffer[current_index];
// Increment the parent stack position and put the new oct node as the parent
parent_stack_position++;
parent_stack[parent_stack_position] = head;
}
else {
// If the oct was not valid, then no CP's exists any further
// This implicitly says that if it's non-valid then it must be a leaf!!
// It appears that the traversal is now working but I need
// to focus on how to now take care of the end condition.
// Currently it adds the last parent on the second to lowest
// oct CP. Not sure if thats correct
found = 0;
return found;
}
}
found = 1;
return found;
}
// =================================== Boolean ray intersection ============================
// =========================================================================================
@@ -71,8 +216,8 @@ int rand(int* seed) // 1 <= *seed < m
bool cast_light_intersection_ray(
global char* map,
global int3* map_dim,
float3 ray_dir,
float3 ray_pos,
float3 ray_dir,
float3 ray_pos,
global float* lights,
global int* light_count
@@ -147,12 +292,15 @@ __kernel void raycaster(
global float* lights,
global int* light_count,
__write_only image2d_t image,
global int* seed_memory,
//global int* seed_memory,
__read_only image2d_t texture_atlas,
global int2 *atlas_dim,
global int2 *tile_dim
global int2 *tile_dim,
global ulong *octree_descriptor_buffer,
global uint *octree_attachment_lookup_buffer,
global ulong *octree_attachment_buffer,
global ulong *settings_buffer
){
// int global_id = x * y;
// Get and set the random seed from seed memory
@@ -224,8 +372,24 @@ __kernel void raycaster(
return;
}
// If we hit a voxel
voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
if (voxel.x < 32 && voxel.y < 32 && voxel.z < 32){
if (get_oct_vox(
voxel,
octree_descriptor_buffer,
octree_attachment_lookup_buffer,
octree_attachment_buffer,
settings_buffer
)){
voxel_data = 1;
} else {
voxel_data = 0;
}
} else {
voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
}
if (voxel_data != 0) {
@@ -323,6 +487,8 @@ __kernel void raycaster(
voxel_color.w = 0.0f;
// This has a very large performance hit, I assume CL doesn't really
// like calling into other functions with lots of state.
if (cast_light_intersection_ray(
map,
map_dim,