49 Commits

Author SHA1 Message Date
5a47d3bad4 Debugging of a mouse polling issue, refactored the graph thing and finished tweaking it, added a few profiles to the graph, so pretty 2018-02-27 22:13:59 -08:00
29612edd61 changed to c++ input args. Also, C++11 is the one true god 2018-02-27 20:27:24 -08:00
7679a5a938 modifying multilines to fit what I want it to do 2018-02-26 23:12:00 -08:00
33a8e3af8b working on a more versitile fps counter, but need to move to the newest imgui first 2018-02-26 20:49:27 -08:00
fb6557fba2 Cleaned up includes, fixed compiler warning 2018-02-21 21:30:01 -08:00
c698711fdf Finally converted the camera lens to a proper frustrum, no more fish eye 2018-02-07 23:58:48 -08:00
MitchellHansen
36bf5697fa Tweaking, fixed a very old off by one bug on voxel gen 2017-10-21 06:54:09 -07:00
MitchellHansen
b9c1bef7bc Fixed a small bug that was breaking the far ptr's 2017-10-12 00:04:06 -07:00
MitchellHansen
2519532172 committing in a broken state, we got problems with the far pointers. Acting as absolute when should be relative 2017-10-09 23:53:59 -07:00
MitchellHansen
ed250d1291 Octree works out to 128x128 as is, and performance seems very promising. Traversal or octree generation fixes will be next 2017-09-24 18:28:32 -07:00
MitchellHansen
316293a110 Cleaned up and pulled out some code into Map.cpp in order to start working on the meat of the *Correct* voxel traversal method as explained in the paper. 2017-07-12 00:09:19 -07:00
5e9401cd27 Linux build working again, removed the GL_Testing stuff, I'm going to move to Vulkan eventually. Got voxel search working mostly with the new octree changes. Issue with mirroring of voxel data currently 2017-07-02 12:36:25 -07:00
MitchellHansen
04842dd597 It appears that the new generation algorithm works well. The tree structure is intact and the relative pointers look correct. I'll write a validator when I get a chance 2017-06-30 02:37:40 -07:00
MitchellHansen
3596c9094c Refactoring the generation code to the octree, working on the memory management of the various buffers and trunk 2017-06-29 03:29:36 -07:00
MitchellHansen
b493d56f7a Removed some extra headers in util, restricted the scope of some others 2017-03-23 00:45:13 -07:00
MitchellHansen
7c534500f6 Cut down a few of the compiler warnings, refactored the octree into its own file. Refactored all map items into their own subfolder 2017-03-22 23:52:33 -07:00
MitchellHansen
2ad7383406 Added a struct to pass away from get_voxel 2017-03-22 23:24:43 -07:00
MitchellHansen
e45df185f7 Cleaned up Map and the Octree. Did some testing and refactoring of generation code. Interleaved data is now good, also changed the block stack dealio to just a blob of uint64_t data. Used a GCC and by extension MSVC extension which speeds up count_bits by a good bit. After all optimizations, getVoxel is now around 10-15 times faster. 2017-03-22 22:50:17 -07:00
MitchellHansen
5e222a0331 Added new demo, tweaked some values to produce better lighting 2017-03-20 22:22:53 -07:00
MitchellHansen
3aaffce566 Refactored and commented the Hardware Caster. Cleaned up many small things 2017-03-18 17:15:25 -07:00
MitchellHansen
50c6d68944 Switched Utils name back. Converted the current debug text over to ImGui. 2017-03-17 00:09:48 -07:00
MitchellHansen
15fb922c27 Had some include troubles, renamed util but need to rename it back to .hpp. Switched the fps counter to run with imgui 2017-03-16 23:47:05 -07:00
MitchellHansen
033e29d9b1 Fixed small ifdef bug, added quick-sfml-templates fps graph 2017-03-12 00:00:20 -08:00
MitchellHansen
0a457f50a6 A decent amount of progress on voxel traversal. Converted most of it to C code to make the CL version easier 2017-03-06 01:01:48 -08:00
0c9ef2ae6a It seems that the octree has been built correctly. Going to use bitset to count children, not sure how I'm going to determine what quadrants they lie in. Perhaps masks? 2017-02-20 22:49:41 -08:00
MitchellHansen
3f0a99a435 getting started on the lights 2017-02-02 22:37:27 -08:00
MitchellHansen
03a7ee43fd working on a little maze generator for the demo 2017-01-24 23:35:41 -08:00
MitchellHansen
73026bc65d Very very close to pixel perfect shadows. Having some of that axis switch malarchy slowing things down 2017-01-18 22:06:33 -08:00
MitchellHansen
abec38e7c7 Finally found the root of that off by one error. Changed up the readme. 2017-01-16 02:31:51 -08:00
MitchellHansen
3c91614f45 Working on a messaging system for sf events 2017-01-10 08:46:12 -08:00
MitchellHansen
bb9fab6305 Added lookat function. Fixed various coordinate missmatches and issues. Fixed camera movement. Added some input functions. I need some way to log fps and find those hitches 2016-12-30 21:02:04 -08:00
MitchellHansen
8a9237ce50 Added some debug functions 2016-12-18 17:19:16 -08:00
MitchellHansen
c6ac333232 A decent ways towards getting the octree built. Small snag in the way fully valid or invalid non-leafs are handled 2016-12-14 01:22:52 -08:00
MitchellHansen
5e58ade16f Modified CMake to now find and link GLEW
Slight tweaks to how CMake interacts with VS
Added small OpenGL testing class which draws over the raycasted image
Going to use Gl to start helping with debug / enabling hybrid rendering
2016-11-28 22:00:55 -08:00
MitchellHansen
8c1f18ac70 Software raycasting now works, but has some major problems / is extremely
slow. Perhaps it will only be useful in debugging the kernel via emulation
2016-11-04 23:11:24 -07:00
MitchellHansen
d1bd4ce667 The new rendering method now works on the full compat case.
Added a kernel to help test opencl data passing
renamed the kernels, buffers, etc.
2016-11-04 03:28:23 -07:00
MitchellHansen
45627e6a85 Whoops, forgot to save the files, same commit as before 2016-10-29 23:56:50 -07:00
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
MitchellHansen
fe0fbc04e1 little edit to get rid of some cl boilerplate 2016-09-22 22:18:30 -07:00
MitchellHansen
e13280bb07 added relative camera controls, now handles like an actual fly cam. 2016-09-22 21:48:38 -07:00
92aee8c4ca Would help if I actually added the files 2016-09-19 03:01:47 -07:00
MitchellHansen
6f5d2b2f6f Changed to non branching algo, sped up a good 30-50 ms at the current max
ray dist. Also changed bounds checking a little, not sure if it's faster
2016-09-04 23:59:39 -07:00
5dea2494a0 Large amount done. OpenCL is almost completely abstracted out to the class
from init to kernel compilation. Next will be getting buffer handling, executing, and reading done.
Changed the kernel to a more minimal example.
Added a jump table for error codes and an assert function for error checking.
Added a routine to compare all the available cl devices and platforms, chooses the high clock of either the GPU or CPU.
2016-08-15 00:07:30 -07:00
MitchellHansen
edd8075afb Added a quick printout of the hardware info. Running into a problem choosing between platforms, going to abstract CL out into it's own class and hide all that logic 2016-08-14 00:03:44 -07:00
c431d7452a Lighting, testing voxel generation 2016-08-06 00:50:48 -07:00
MitchellHansen
eb889f9937 added header to play nice with macos 2016-07-31 17:13:16 -07:00
MitchellHansen
37ef472f61 More work done on the ray 2016-07-31 00:01:50 -07:00
MitchellHansen
4432c0338b added the map, switched branches 2016-07-30 23:05:59 -07:00
Mitchell Hansen
624d2771ac Don't know what is in this one 2016-07-30 20:32:15 -07:00