Files
voxel-raycaster/kernels/minimal_kernel.c
mitchellhansen cf607382a9 WORKING! Awesome! It now casts fully inside the gpu,
context is then switched to gl and then rendered via sfml.
It has no loop, no controls, and the aspect ratio is off,
but holy hell it works!
2016-09-01 22:45:48 -07:00

173 lines
5.3 KiB
C

__kernel void min_kern(
global char* map,
global int3* map_dim,
global int2* resolution,
global float3* projection_matrix,
global float3* cam_dir,
global float3* cam_pos,
__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];
//printf("%i === %f, %f, %f\n", id, ray_dir.x, ray_dir.y, ray_dir.z);
// Y axis, pitch
//ray_dir.x = ray_dir.z * sin(cam_dir->y) + ray_dir.x * cos(cam_dir->y);
//ray_dir.y = ray_dir.y;
//ray_dir.z = ray_dir.z * cos(cam_dir->y) - ray_dir.x * sin(cam_dir->y);
ray_dir = (float3)(
ray_dir.z * sin(cam_dir->y) + ray_dir.x * cos(cam_dir->y),
ray_dir.y,
ray_dir.z * cos(cam_dir->y) - ray_dir.x * sin(cam_dir->y)
);
// Z axis, yaw
//ray_dir.x = ray_dir.x * cos(cam_dir->z) - ray_dir.y * sin(cam_dir->z);
//ray_dir.y = ray_dir.x * sin(cam_dir->z) + ray_dir.y * cos(cam_dir->z);
//ray_dir.z = ray_dir.z;
ray_dir = (float3)(
ray_dir.x * cos(cam_dir->z) - ray_dir.y * sin(cam_dir->z),
ray_dir.x * sin(cam_dir->z) + ray_dir.y * cos(cam_dir->z),
ray_dir.z
);
// Setup the voxel step based on what direction the ray is pointing
int3 voxel_step = {1, 1, 1};
voxel_step.x *= (ray_dir.x > 0) - (ray_dir.x < 0);
voxel_step.y *= (ray_dir.y > 0) - (ray_dir.y < 0);
voxel_step.z *= (ray_dir.z > 0) - (ray_dir.z < 0);
// Setup the voxel coords from the camera origin
int3 voxel = {
floorf(cam_pos->x),
floorf(cam_pos->y),
floorf(cam_pos->z)
};
// Delta T is the units a ray must travel along an axis in order to
// traverse an integer split
float3 delta_t = {
fabsf(1.0f / ray_dir.x),
fabsf(1.0f / ray_dir.y),
fabsf(1.0f / ray_dir.z)
};
// Intersection T is the collection of the next intersection points
// for all 3 axis XYZ.
float3 intersection_t = {
delta_t.x,
delta_t.y,
delta_t.z
};
int dist = 0;
int face = -1;
// X:0, Y:1, Z:2
// Andrew Woo's raycasting algo
do {
if ((intersection_t.x) < (intersection_t.y)) {
if ((intersection_t.x) < (intersection_t.z)) {
face = 0;
voxel.x += voxel_step.x;
intersection_t.x = intersection_t.x + delta_t.x;
} else {
face = 2;
voxel.z += voxel_step.z;
intersection_t.z = intersection_t.z + delta_t.z;
}
} else {
if ((intersection_t.y) < (intersection_t.z)) {
face = 1;
voxel.y += voxel_step.y;
intersection_t.y = intersection_t.y + delta_t.y;
} else {
face = 2;
voxel.z += voxel_step.z;
intersection_t.z = intersection_t.z + delta_t.z;
}
}
// If the ray went out of bounds
if (voxel.z >= map_dim->z) {
write_imagef(image, pixel, (float4)(.5, .50, .00, 1));
return;
}
if (voxel.x >= map_dim->x) {
write_imagef(image, pixel, (float4)(.00, .00, .99, 1));
return;
}
if (voxel.y >= map_dim->x) {
write_imagef(image, pixel, (float4)(.00, .99, .00, 1));
return;
}
if (voxel.x < 0) {
write_imagef(image, pixel, (float4)(.99, .00, .99, 1));
return;
}
if (voxel.y < 0) {
write_imagef(image, pixel, (float4)(.99, .99, .00, 1));
return;
}
if (voxel.z < 0) {
write_imagef(image, pixel, (float4)(.00, .99, .99, 1));
return;
}
// If we hit a voxel
int index = voxel.x + map_dim->x * (voxel.y + map_dim->z * voxel.z);
int voxel_data = map[index];
if (id == 100)
printf("%i, %i, %i\n", voxel.x, voxel.y, voxel.z);
switch (voxel_data) {
case 1:
write_imagef(image, pixel, (float4)(.50, .00, .00, 1));
return;
case 2:
write_imagef(image, pixel, (float4)(.00, .50, .00, 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)(.10, .30, .80, 1.00));
return;
case 6:
write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
return;
}
dist++;
} while (dist < 200);
write_imagef(image, pixel, (float4)(.00, .00, .00, .00));
return;
//printf("%i %i -- ", id, map[id]);
//printf("%i, %i, %i\n", map_dim->x, map_dim->y, map_dim->z);
//printf("\n%i\nX: %f\nY: %f\nZ: %f\n", id, projection_matrix[id].x, projection_matrix[id].y, projection_matrix[id].z);
//printf("%f, %f, %f\n", cam_dir->x, cam_dir->y, cam_dir->z);
//printf("%f, %f, %f\n", cam_pos->x, cam_pos->y, cam_pos->z);
}