Commit Graph

72 Commits

Author SHA1 Message Date
MitchellHansen
20f36d4eb1 lots of little tweaks, the cl is still completely broken, need to revert the oct position calc 2018-03-21 22:31:17 -07:00
8f6ecae4cb really bad crashing, need to debug this on a cpu only machine 2018-03-02 22:21:44 -08:00
8f822e14f7 Have some real bad lock ups when the oct is semi full 2018-03-01 21:54:16 -08:00
6650eb784d Slightly closer, for some reason the face mask has been -1 and 0 this whole time???? 2018-03-01 21:23:48 -08:00
86bcd4f0ae Well I got something coming up, performance is worse than I was hoping, but there's a lot of optimization to go 2018-02-28 22:49:28 -08:00
6464fceece Added enabling and disabling of the octree from the settings buffer 2018-02-24 21:29:17 -08:00
d2bc5e483a The settings buffer is fully operational 2018-02-24 21:04:29 -08:00
d6bdcbdeca Leaving it compiling at least, CL seems to have broken at some point on my thinkpad 2018-02-17 02:08:48 -08:00
176d9f7a54 And also made the camera react to gravity, not fall through the floor 2018-02-08 00:52:01 -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
40634837a9 Porting over the traversal algo to do some in situ programming. Running into some pretty bad register pressure bottlenecks. Might pivot to thinking about the multistage kernel for a bit 2017-10-21 19:40:00 -07:00
MitchellHansen
36bf5697fa Tweaking, fixed a very old off by one bug on voxel gen 2017-10-21 06:54:09 -07:00
MitchellHansen
dcf355c636 Small tweaks while debugging. Will get 1:1 traversal working 100% before tackling jump_power 2017-10-19 22:21:33 -07:00
MitchellHansen
242aaaa485 Tweaking the blinn-phong function 2017-10-14 19:56:03 -07:00
MitchellHansen
76189ef0b4 Optimizing, fixing things in the kernel. More oct work 2017-10-14 14:18:26 -07:00
MitchellHansen
77e283a4ce 256^3 rendering at 15FPS WITHOUT THE TRAVERSAL ALGORITHM! This thing's gonna FLY! 2017-10-12 00:15:56 -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
787e308bcb Removed the demo movement, added fog, correctly this time! 2017-10-09 22:52:21 -07:00
MitchellHansen
f733ca4aec 'Demo Mode' release 2017-10-07 23:22:47 -07:00
MitchellHansen
87b7f60fa0 found it, wasn't handling the intersection case 2017-10-07 22:26:38 -07:00
MitchellHansen
ed99716565 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= 2017-10-07 22:20:40 -07:00
MitchellHansen
c5c65474d6 ~10 FPS from moving some oct stuff to const, ~0.5 fps from adding a few more consts to initializers in the kernel 2017-10-07 21:32:22 -07:00
58ef1da02a Did this work? 2017-10-05 23:30:12 -07:00
MitchellHansen
5fcf1c0e44 working on the frame controller, this might get messy 2017-10-01 17:01:05 -07:00
MitchellHansen
a6e18bbb54 Generalized the way I'm handling reflections. Need to do some soul
searching on how I'm accumulating colors
2017-09-26 21:35:53 -07:00
MitchellHansen
9ac52aef5e Hah! Was able to get the ray redirection working, very large step in the way towards multi light, refraction, reflection, and indirect lightinggit status 2017-09-25 22:46:17 -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
305ef917e0 Thankfully it wasn't a problem with the data format, I was passing the
address of a ptr, not the address contained by the ptr. With that,
preliminary GPU octree interaction works perfectly
2017-09-24 17:48:06 -07:00
7c86c60f9f Added EGL linking and useage for the linux cl_khr_gl_sharing
interaction. This still crashes on my machine but at least its getting
closer to working. Fixed some warnings and errors while compiling with
clang++
2017-09-24 17:07:51 -07:00
MitchellHansen
ebce781eb3 Got the octree data to the GPU and it's traversing it, but it having some corruption issues. Endianness??? 2017-09-24 00:50:09 -07:00
MitchellHansen
836af27a3e small tweaks to the kernel code 2017-09-23 14:03:33 -07:00
MitchellHansen
86f1622090 Some machinations on a config structure as well as a restructure on how
I do logging.
2017-09-23 01:06:20 -07:00
MitchellHansen
9f764f4cbd Lots of little tweaks as I figure out the octree. Fixed bug regarding the selects in the kernel dictating material texturing 2017-08-19 00:04:10 -07:00
MitchellHansen
4642ab8f0b Fiddling with the traversal algorithm and shoehorning in the DFS algo 2017-07-13 22:14:29 -07:00
MitchellHansen
c7bde50e0d Saving before breaking changes 2017-06-25 01:22:24 -07:00
MitchellHansen
ce862feb0b Couple of refactors and tricks in the kernel to speed things up. ~5FPS average improvement 2017-04-21 20:09:12 -07:00
MitchellHansen
334a375535 Commit might have been messed up 2017-04-15 01:45:09 -07:00
MitchellHansen
8806777dc9 Lots of tweaking. Tenative buggy reflection implimented. 2017-04-13 03:41:05 -07:00
MitchellHansen
5e222a0331 Added new demo, tweaked some values to produce better lighting 2017-03-20 22:22:53 -07:00
MitchellHansen
0d82cd5a20 Finally moved screenshots and runtime compilation to GUI elements 2017-03-19 23:08:16 -07:00
MitchellHansen
7e5d4ef947 10 FPS average increase from changing global work size to 2D 2017-03-19 00:42:54 -07:00
MitchellHansen
ec65ef7741 Added new screenshots to show off imgui. As well as a quick delve into the blinn function to add the inverse square law 2017-03-18 20:52:24 -07:00
MitchellHansen
6a3eaa04f7 Added color to lights, added a gui slider to control the single light color 2017-03-18 20:08:38 -07:00
MitchellHansen
61ab5682da SFML packets have no documented structure so I had to packet them out myself. Low Energy 2017-01-23 20:50:51 -08:00
MitchellHansen
1627fe4572 Textures were suprisingly trivial with the plane intersection code hashed out 2017-01-21 00:12:19 -08:00
MitchellHansen
ccdcb382fd Bringing up to date before I try something 2017-01-20 22:32:25 -08:00
MitchellHansen
86f342432a added light controls 2017-01-19 21:24:21 -08:00
MitchellHansen
26bc8bff70 Hah! I got it working! 2017-01-19 21:00:15 -08:00
MitchellHansen
1a66c1dad0 fixed the hitchy lighting 2017-01-19 14:47:06 -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