More optimizing, removing some dumb casts. Some are needed though when they really shouldn't be? Also somehow broke shadowing in the last few commits and never noticed D=
This commit is contained in:
@@ -1,4 +1,7 @@
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// =========================================================================
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// ======================== INITIALIZER CONSTANTS ==========================
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__constant float4 zeroed_float4 = {0.0f, 0.0f, 0.0f, 0.0f};
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__constant float3 zeroed_float3 = {0.0f, 0.0f, 0.0f};
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__constant float2 zeroed_float2 = {0.0f, 0.0f};
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@@ -6,31 +9,54 @@ __constant int4 zeroed_int4 = {0, 0, 0, 0};
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__constant int3 zeroed_int3 = {0, 0, 0};
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__constant int2 zeroed_int2 = {0, 0};
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// =========================================================================
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// ============================ OCTREE CONSTANTS ===========================
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// (X, Y, Z) mask for the idx
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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 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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// Mask for counting the previous valid bits
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__constant const uchar 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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// uint64_t manipulation masks
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__constant const ulong child_pointer_mask = 0x0000000000007fff;
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__constant const ulong far_bit_mask = 0x8000;
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__constant const ulong valid_mask = 0xFF0000;
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__constant const ulong leaf_mask = 0xFF000000;
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__constant const ulong contour_pointer_mask = 0xFFFFFF00000000;
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__constant const ulong contour_mask = 0xFF00000000000000;
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// =========================================================================
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// ========================= RAYCASTER CONSTANTS ===========================
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constant float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f };
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constant float4 overshoot_color = { 0.00f, 0.00f, 0.00f, 0.00f };
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constant float4 overshoot_color_2 = { 0.00f, 0.00f, 0.00f, 0.00f };
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// =========================================================================
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// =========================================================================
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// =========================================================================
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// ========================= HELPER FUNCTIONS ==============================
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float DistanceBetweenPoints(float3 a, float3 b) {
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return fast_distance(a, b);
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//return sqrt(pow(a.x - b.x, 2) + pow(a.y - b.y, 2) + pow(a.z - b.z, 2));
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}
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float Distance(float3 a) {
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return fast_length(a);
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//return sqrt(pow(a.x, 2) + pow(a.y, 2) + pow(a.z, 2));
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}
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// Naive incident ray light
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float4 white_light(float4 input, float3 light, int3 mask) {
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input.w = input.w + acos(
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dot(
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normalize(light),
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normalize(convert_float3(mask * (-mask)))
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)
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) / 32;
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input.w += 0.25f;
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return input;
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}
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// Phong + diffuse lighting function for g
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// 0 1 2 3 4 5 6 7 8 9
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@@ -72,29 +98,8 @@ int rand(int* seed) // 1 <= *seed < m
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return(*seed);
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}
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// (X, Y, Z) mask for the idx
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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 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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// Mask for counting the previous valid bits
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__constant const uchar 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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// uint64_t manipulation masks
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__constant const ulong child_pointer_mask = 0x0000000000007fff;
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__constant const ulong far_bit_mask = 0x8000;
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__constant const ulong valid_mask = 0xFF0000;
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__constant const ulong leaf_mask = 0xFF000000;
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__constant const ulong contour_pointer_mask = 0xFFFFFF00000000;
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__constant const ulong contour_mask = 0xFF00000000000000;
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// =========================================================================
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// ========================= OCTREE TRAVERSAL ==============================
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bool get_oct_vox(
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int3 position,
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@@ -223,106 +228,27 @@ bool get_oct_vox(
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return found;
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}
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// =================================== Boolean ray intersection ============================
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// =========================================================================================
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bool cast_light_intersection_ray(
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global char* map,
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global int3* map_dim,
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float3 ray_dir,
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float3 ray_pos,
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global float* lights,
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global int* light_count
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){
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float distance_to_light = DistanceBetweenPoints(ray_pos, (float3)(lights[4], lights[5], lights[6]));
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//if (distance_to_light > 200.0f){
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// return false;
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//}
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// Setup the voxel step based on what direction the ray is pointing
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int3 voxel_step = { 1, 1, 1 };
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voxel_step *= (ray_dir > 0) - (ray_dir < 0);
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if (any(ray_dir == zeroed_float3))
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return false;
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// Setup the voxel coords from the camera origin
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int3 voxel = convert_int3(ray_pos);
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// Delta T is the units a ray must travel along an axis in order to traverse an integer split
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float3 delta_t = fabs(1.0f / ray_dir);
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// Compute intersection_t and add in the offset
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float3 intersection_t = delta_t * ((ray_pos)-floor(ray_pos)) * convert_float3(voxel_step);
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// for negative values, wrap around the delta_t
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intersection_t += delta_t * -convert_float3(isless(intersection_t, 0));
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int3 face_mask =zeroed_int3;
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int length_cutoff = 0;
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// Andrew Woo's raycasting algo
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do {
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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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intersection_t += delta_t * fabs(convert_float3(face_mask.xyz));
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voxel.xyz += voxel_step.xyz * face_mask.xyz;
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if (any(voxel >= *map_dim) ||
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any(voxel < 0)) {
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return false;
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}
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// If we hit a voxel
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int voxel_data = map[voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z))];
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if (voxel_data != 0)
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return true;
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if (++length_cutoff > 300)
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return false;
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} while (any(isless(intersection_t, (float3)(distance_to_light - 1))));
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return false;
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}
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// ====================================== Raycaster entry point =====================================
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// ==================================================================================================
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constant float4 fog_color = { 0.73f, 0.81f, 0.89f, 0.8f };
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constant float4 overshoot_color = { 0.00f, 0.00f, 0.00f, 0.00f };
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constant float4 overshoot_color_2 = { 0.00f, 0.00f, 0.00f, 0.00f };
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// =========================================================================
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// ========================= RAYCASTER ENTRY ===============================
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__kernel void raycaster(
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global char* map,
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global int3* map_dim,
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global int2* resolution,
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constant int3* map_dim,
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constant int2* resolution,
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global float3* projection_matrix,
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global float2* cam_dir,
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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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//global int* seed_memory,
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__read_only image2d_t texture_atlas,
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global int2 *atlas_dim,
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global int2 *tile_dim,
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constant int2 *atlas_dim,
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constant int2 *tile_dim,
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global ulong *octree_descriptor_buffer,
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global uint *octree_attachment_lookup_buffer,
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global ulong *octree_attachment_buffer,
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global ulong *settings_buffer
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){
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// int global_id = x * y;
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// Get and set the random seed from seed memory
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//int seed = seed_memory[global_id];
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//int random_number = rand(&seed);
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//seed_memory[global_id] = seed;
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// Get the pixel on the viewport, and find the view matrix ray that matches it
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int2 pixel = (int2)(get_global_id(0), get_global_id(1));
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@@ -342,6 +268,8 @@ __kernel void raycaster(
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ray_dir.z
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);
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if (any(ray_dir == zeroed_float3))
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return;
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// Setup the voxel step based on what direction the ray is pointing
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int3 voxel_step = {1, 1, 1};
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@@ -352,8 +280,6 @@ __kernel void raycaster(
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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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if (any(ray_dir == zeroed_float3))
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return;
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float3 delta_t = fabs(1.0f / ray_dir);
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// Intersection T is the collection of the next intersection points
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@@ -378,12 +304,12 @@ __kernel void raycaster(
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float4 voxel_color= zeroed_float4;
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float2 tile_face_position = zeroed_float2;
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float3 sign = zeroed_float3;
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float4 first_strike = zeroed_float4;
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float4 color_accumulator = zeroed_float4;
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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 < 2) {
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while (distance_traveled < max_distance && bounce_count < 4) {
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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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@@ -392,13 +318,11 @@ __kernel void raycaster(
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// Test for out of bounds contions, add fog
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if (any(voxel >= *map_dim) || any(voxel < 0)){
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voxel_data = 5;
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voxel.xyz -= voxel_step.xyz * face_mask.xyz;
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first_strike = mix(fog_color, voxel_color, 1.0f - max(distance_traveled / 700.0f, 0.0f));
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color_accumulator = mix(fog_color, voxel_color, 1.0f - max(distance_traveled / 700.0f, 0.0f));
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break;
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}
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// If we hit a voxel
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if (voxel.x < 64 && voxel.y < 64 && voxel.z < 64){
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if (get_oct_vox(
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@@ -419,11 +343,10 @@ __kernel void raycaster(
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if (voxel_data != 0) {
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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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sign = (float3)(1.0f, 1.0f, 1.0f);
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sign = (1.0f, 1.0f, 1.0f);
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// First determine the percent of the way the ray is towards the next intersection_t
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// in relation to the xyz position on the plane
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@@ -440,16 +363,15 @@ __kernel void raycaster(
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// I think the 1.001f rendering bug is the ray thinking it's within the voxel
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// even though it's sitting on the very edge
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face_position = (float3)(1.0001f, y_percent, z_percent);
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tile_face_position = (float2)(y_percent, z_percent);
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tile_face_position = face_position.yz;
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}
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else if (face_mask.y == -1) {
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sign.y *= -1.0;
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float x_percent = (intersection_t.x - (intersection_t.y - delta_t.y)) / delta_t.x;
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float z_percent = (intersection_t.z - (intersection_t.y - delta_t.y)) / delta_t.z;
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face_position = (float3)(x_percent, 1.0001f, z_percent);
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tile_face_position = (float2)(x_percent, z_percent);
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tile_face_position = face_position.xz;
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}
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else if (face_mask.z == -1) {
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@@ -457,9 +379,8 @@ __kernel void raycaster(
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sign.z *= -1.0;
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float x_percent = (intersection_t.x - (intersection_t.z - delta_t.z)) / delta_t.x;
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float y_percent = (intersection_t.y - (intersection_t.z - delta_t.z)) / delta_t.y;
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face_position = (float3)(x_percent, y_percent, 1.0001f);
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tile_face_position = (float2)(x_percent, y_percent);
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tile_face_position = face_position.xy;
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}
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@@ -469,36 +390,27 @@ __kernel void raycaster(
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// and will just "copy" the quadrant. This includes shadows as they use the face_position
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// in order to cast the intersection ray!!
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face_position.x = select((float)(face_position.x), (float)(-face_position.x + 1.0f), (int)(ray_dir.x > 0));
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tile_face_position.x = select((float)(tile_face_position.x), (float)(-tile_face_position.x + 1.0f), (int)(ray_dir.x < 0));
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face_position.x = select((face_position.x), (-face_position.x + 1.0f), (int)(ray_dir.x > 0));
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tile_face_position.x = select((tile_face_position.x), (-tile_face_position.x + 1.0f), (int)(ray_dir.x < 0));
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if (ray_dir.y > 0){
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face_position.y = - face_position.y + 1;
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face_position.y = -face_position.y + 1;
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} else {
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tile_face_position.x = 1.0 - tile_face_position.x;
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// We run into the Hairy ball problem, so we need to define
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// a special case for the zmask
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if (face_mask.z == -1) {
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tile_face_position.x = 1.0 - tile_face_position.x;
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tile_face_position.y = 1.0 - tile_face_position.y;
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tile_face_position.x = 1.0f - tile_face_position.x;
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tile_face_position.y = 1.0f - tile_face_position.y;
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}
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}
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face_position.z = select((float)(face_position.z), (float)(-face_position.z + 1.0f), (int)(ray_dir.z > 0));
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tile_face_position.y = select((float)(tile_face_position.y), (float)(-tile_face_position.y + 1.0f), (int)(ray_dir.z < 0));
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// Now either use the face position to retrieve a texture sample, or
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// just a plain color for the voxel color. Notice the JANK -1 after the
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// conditionals in the select statement. That's because select works on negs
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// and pos's. So a false equality will still eval as true as it is technically
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// a positive result (0)
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// voxel_color = select(
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// (float4)(0.25f, 0.64f, 0.87f, 0.0f),
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// (float4)voxel_color,
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// (int4)((voxel_data == 5) - 1)
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// );
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face_position.z = select((face_position.z), (-face_position.z + 1.0f), (int)(ray_dir.z > 0));
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tile_face_position.y = select((tile_face_position.y), (-tile_face_position.y + 1.0f), (int)(ray_dir.z < 0));
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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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// SHADOWING
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if (voxel_data == 5 && !shadow_ray){
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@@ -510,8 +422,7 @@ __kernel void raycaster(
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convert_int2((float2)(3, 0) * convert_float2(*atlas_dim / *tile_dim))
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).xyz/2;
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//voxel_color.w = 0.0f;
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first_strike = view_light(
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color_accumulator = view_light(
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voxel_color,
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(convert_float3(voxel) + face_position) - (float3)(lights[4], lights[5], lights[6]),
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(float4)(lights[0], lights[1], lights[2], lights[3]),
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@@ -570,16 +481,17 @@ __kernel void raycaster(
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// SHADOW RAY HIT
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} else {
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max_distance = 0;
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distance_traveled = 1;
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break;
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}
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}
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// At the bottom of the while loop, add one to the distance ticker
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distance_traveled++;
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}
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write_imagef(
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image,
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pixel,
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first_strike
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color_accumulator
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);
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return;
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