MitchellHansen
1620f40d02
Fixed the camera movement so it now take into account sub-voxel movement
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Also fixed the distortion around the XY axes
2016-09-23 14:08:01 -07:00
92aee8c4ca
Would help if I actually added the files
2016-09-19 03:01:47 -07:00
fecf8dd8ee
Reveting to an older build. Something on the mac build stopped my card from running it.
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Added camera class
Added a create_buffer method
Cleaned up much of the main function
Added Vector4 class, ported from sf::Vector3
Various other edits
2016-09-19 02:59:33 -07:00
3220a03677
Redid the colors, added a few comments
2016-09-05 22:17:52 -07:00
10bc771807
MBP was having problems with out of bounds memory operations with the way the cam dir was handled. sf::vector3f -> float3 and while accessign the Zth element. I'm assuming it was because of some weird backend stuff regarding that gentypeOdds are actually gentypeOdds + 1. Converted write_imagef's to write_imageui's though I don't think that really helps anything. Fixed the bottom half of the screen getting cut off. View matrix import error. Fixed problem the MBP had with negative values during device init, that was a weird one.
2016-09-05 22:01:07 -07:00
MitchellHansen
4e96985104
added lighting, stole a terrain generator and ported it.
2016-09-05 15:35:46 -07:00
MitchellHansen
e1080baab0
opencl has no rand, SO rand method to make fog a little better
2016-09-05 00:24:26 -07:00
MitchellHansen
6f5d2b2f6f
Changed to non branching algo, sped up a good 30-50 ms at the current max
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ray dist. Also changed bounds checking a little, not sure if it's faster
2016-09-04 23:59:39 -07:00
MitchellHansen
160756186d
mouse and camera movement work, stress testing. Can actually handle an
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impressive amount of resolution and voxel space for 0 optimization!
2016-09-03 21:13:03 -07:00
MitchellHansen
f487895f9f
that was a pain. Got it working on windows again. MSVC was being really
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picky about a few errors. Good thing though, I'm not really sure why
clang + osx let me be that lax with memory
2016-09-03 19:23:50 -07:00
9c99f9edd0
some tweaks, switching to windows for the weekend
2016-09-03 17:46:48 -07:00
cf607382a9
WORKING! Awesome! It now casts fully inside the gpu,
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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
c565d0facc
Refactored the cl init stuff, added the rest of the image handling in.
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The test kernel now draws a few pixels to the screen. Pretty much set up nowto start writing the raycaster
2016-09-01 21:35:08 -07:00
a7234675cb
Continuing on adding argument handling.
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Added a small sample texture and sprite which can be handed over to either gl or cl and then handed back. It can then be rendered.
Changed to just an array of floats for the view matrix
2016-08-31 21:47:56 -07:00
11146a6551
Getting things passed over to cl. No vector4 datatype in sfml,
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and cl only passes by even numbers of vectors. Update to 2.4? or
make my own sf::Vector4?
2016-08-30 20:43:35 -07:00
0b9010b007
little tweaks, tomorrow/this week will hook up the arguments and data loading
2016-08-29 21:31:04 -07:00
5d9d3c4f4d
Ah, I'm a dummy. Forgot to initialize the command queue! No wonder why it
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was invalid...
2016-08-29 20:29:56 -07:00
c3902c2f6e
Added args and buffer handling, but now clEnqueueNDRangeKernel is failing
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with the error invalid command queue. Haven't seen that one before, and
cursory google suggests it's a problem with MBP's. Fun! I'll keep taking
a look, and I'll try it on my windows machine here soon
2016-08-29 18:51:46 -07:00
0c70c24a52
Switched names, thinking about how to do kernel args, and buffers.
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Need to do a bit more reading on how to set up interop.
Also need to figure out the buffer thing for regular primative buffers, and also image buffers
2016-08-28 22:40:29 -07:00
5dea2494a0
Large amount done. OpenCL is almost completely abstracted out to the class
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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
d2b79ceec3
Added a compilation routine, probably will abstract all this out into
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it's own class / function. Added a small kernel that I got from a tutorial
to test the compilers error codes. Added a small notes file with error
codes. Added some error checking for the error codes
2016-08-11 21:39:06 -07:00