Files
voxel-raycaster/kernels/ray_caster_kernel.cl
MitchellHansen 561c07c602 Turned off experimental phong lighting in the kernel
fixed all compiler errors thrown by MSVC
Switched experimental octree map back to the old map
Refactored old map system, prettied it up
2016-10-29 00:42:49 -07:00

228 lines
6.1 KiB
Common Lisp

float4 white_light(float4 input, float3 light, int3 mask) {
input.w = input.w + acos(
dot(
normalize(light),
normalize(fabs(convert_float3(mask)))
)
) / 2;
return input;
}
// 0 1 2 3 4 5 6 7 8 9
// {r, g, b, i, x, y, z, x', y', z'}
float4 cast_light_rays(
float3 eye_direction,
float3 ray_origin,
float4 voxel_color,
float3 voxel_normal,
global float* lights,
global int* light_count) {
// set the ray origin to be where the initial ray intersected the voxel
// which side z, and the x and y position
float ambient_constant = 0.5;
float intensity = 0;
for (int i = 0; i < *light_count; i++) {
float distance = sqrt(
pow(lights[10 * i + 4] - ray_origin.x, 2) +
pow(lights[10 * i + 5] - ray_origin.y, 2) +
pow(lights[10 * i + 6] - ray_origin.z, 2));
if (distance > 50)
continue;
float3 light_direction = (lights[10 * i + 7], lights[10 * i + 8], lights[10 * i + 9]);
float c = 10.0;
//if (dot(light_direction, voxel_normal) > 0.0) {
float3 halfwayVector = normalize(light_direction + eye_direction);
float dot_prod = dot(voxel_normal, halfwayVector);
float specTmp = max((float)dot_prod, 0.0f);
intensity += pow(specTmp, c);
//}
}
if (get_global_id(0) == 1037760) {
printf("%f", intensity);
voxel_color = (float4)(1.0, 1.0, 1.0, 1.0);
return voxel_color;
}
voxel_color.w *= intensity;
voxel_color.w += ambient_constant;
return voxel_color;
// for every light
//
// check if the light is within falloff distance
// every unit, light halfs
//
// if it is, cast a ray to that light and check for collisions.
// if ray exits voxel volume, assume unobstructed
//
// if ray intersects a voxel, dont influence the voxel color
//
// if it does
}
__kernel void min_kern(
global char* map,
global int3* map_dim,
global int2* resolution,
global float3* projection_matrix,
global float2* cam_dir,
global float3* cam_pos,
global float* lights,
global int* light_count,
__write_only image2d_t image
){
size_t id = get_global_id(0);
int2 pixel = {id % (*resolution).x, id / (*resolution).x};
float3 ray_dir = projection_matrix[pixel.x + (*resolution).x * pixel.y];
ray_dir = (float3)(
ray_dir.z * sin((*cam_dir).x) + ray_dir.x * cos((*cam_dir).x),
ray_dir.y,
ray_dir.z * cos((*cam_dir).x) - ray_dir.x * sin((*cam_dir).x)
);
ray_dir = (float3)(
ray_dir.x * cos((*cam_dir).y) - ray_dir.y * sin((*cam_dir).y),
ray_dir.x * sin((*cam_dir).y) + ray_dir.y * cos((*cam_dir).y),
ray_dir.z
);
// Setup the voxel step based on what direction the ray is pointing
int3 voxel_step = {1, 1, 1};
voxel_step *= (ray_dir > 0) - (ray_dir < 0);
// Setup the voxel coords from the camera origin
int3 voxel = convert_int3(*cam_pos);
// Delta T is the units a ray must travel along an axis in order to
// traverse an integer split
float3 delta_t = fabs(1.0f / ray_dir);
// offset is how far we are into a voxel, enables sub voxel movement
float3 offset = ((*cam_pos) - floor(*cam_pos)) * convert_float3(voxel_step);
//offset.x += delta_t.x * convert_float((voxel_step.x < 0));
//offset -= delta_t * floor(offset / delta_t);
// Intersection T is the collection of the next intersection points
// for all 3 axis XYZ.
float3 intersection_t = delta_t * offset;
// for negative values, wrap around the delta_t, rather not do this
// component wise, but it doesn't appear to want to work
if (intersection_t.x < 0) {
intersection_t.x += delta_t.x;
}
if (intersection_t.y < 0) {
intersection_t.y += delta_t.y;
}
if (intersection_t.z < 0) {
intersection_t.z += delta_t.z;
}
// use a ghetto ass rng to give rays a "fog" appearance
int2 randoms = { 3, 14 };
uint seed = randoms.x + id;
uint t = seed ^ (seed << 11);
uint result = randoms.y ^ (randoms.y >> 19) ^ (t ^ (t >> 8));
int max_dist = 800 + result % 50;
int dist = 0;
int3 mask = { 0, 0, 0 };
// Andrew Woo's raycasting algo
do {
mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
intersection_t += delta_t * fabs(convert_float3(mask.xyz));
voxel.xyz += voxel_step.xyz * mask.xyz;
// If the ray went out of bounds
int3 overshoot = voxel <= *map_dim;
int3 undershoot = voxel > 0;
if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0){
write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
return;
}
if (undershoot.z == 0) {
write_imagef(image, pixel, (float4)(.14, .30, .50, 1.0));
return;
}
// If we hit a voxel
//int index = voxel.x * (*map_dim).y * (*map_dim).z + voxel.z * (*map_dim).z + voxel.y;
// Why the off by one on voxel.y?
int index = voxel.x + (*map_dim).x * (voxel.y + (*map_dim).z * (voxel.z-1));
int voxel_data = map[index];
if (voxel_data != 0) {
switch (voxel_data) {
case 1:
write_imagef(image, pixel, (float4)(.50, .00, .00, 1));
return;
case 2:
write_imagef(image, pixel, (float4)(.00, .50, .40, 1.00));
return;
case 3:
write_imagef(image, pixel, (float4)(.00, .00, .50, 1.00));
return;
case 4:
write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
return;
case 5:
//write_imagef(image, pixel, (float4)(.00, .00, + 0.5, 1.00));
write_imagef(image, pixel, white_light((float4)(.35, .00, ((1.0 - 0) / (128 - 0) * (voxel.z - 128)) + 1, 0.2), (float3)(lights[7], lights[8], lights[9]), mask));
return;
float3 vox = convert_float3(voxel);
float3 norm = normalize(convert_float3(mask) * convert_float3(voxel_step));
float4 color = (float4)(0.95, 0.00, 0.25, 1.00);
write_imagef(image, pixel,
cast_light_rays(
ray_dir,
vox,
color,
norm ,
lights,
light_count
));
return;
case 6:
write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
return;
default:
//write_imagef(image, pixel, (float4)(.30, .10, .10, 1.00));
continue;
}
}
dist++;
} while (dist < max_dist);
write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
return;
}