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
d1b9ecd3e5
Octree traversal now works perfectly, edge cases worked out
2017-03-22 00:55:10 -07:00
MitchellHansen
30959128e4
Hunting down some bugs and verfiying correct oct-tree traversal, not quite there yet but close
2017-03-21 22:05:23 -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
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
MitchellHansen
04a68c1dec
Fixed a small bug regarding to AMD vs Intel OpenCL implementations
2017-03-02 20:50:30 -08:00
MitchellHansen
49253f4907
small tweak
2017-02-24 21:07:44 -08:00
MitchellHansen
b0188909a3
added the bitset idx tracking
2017-02-24 21:07:04 -08:00
MitchellHansen
043eeecb80
Initial traversal of the heirarchy
2017-02-22 18:36:14 -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
6534e3303b
One more file
2017-02-19 21:10:19 -08:00
MitchellHansen
0f786b8647
still puzzling over how to do the voxel traversal
2017-02-19 21:09:56 -08:00
MitchellHansen
91e9de347e
It's time to do the voxel traversal. Going to need to come up with a linear algorithm that doesn't take forever
2017-02-13 22:33:48 -08:00
0974ab9e83
Some tweaks to get the linux build running -fixed
2017-01-10 11:16:39 -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
58867415c7
Fixed bug regarding the top octree level
2016-12-19 06:43:02 -08:00
MitchellHansen
8a9237ce50
Added some debug functions
2016-12-18 17:19:16 -08:00
MitchellHansen
97545e6cec
Was shiting a 64 bit value with a 32, msvc is smart
2016-12-18 01:25:48 -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
b844744a97
Whoops, forgot to saven
2016-12-13 17:34:40 -08:00
MitchellHansen
51a08fc0bb
Various tweaks and modifications
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Some preliminary testing of map
2016-12-10 01:12:30 -08:00
c734614e5f
cleaned up an unused file, added check for sharing
2016-10-10 23:14:45 -07:00
MitchellHansen
de2f0ad6a1
In the middle of a couple of things right now, but decided to focus a
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little bit less on the lighting and start laying groundwork for the SVO
The map section was in real need of some love so I deleted a bunch of
stuff and started prototyping the pointer arithmetic that I need to do
2016-10-06 23:25:31 -07:00
MitchellHansen
1c750451f3
Added a 1/4 working phong shading function, breaks when the light
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direction in in negative values. The normals of voxels also are
symmetrical which needs to be fixed.
2016-10-02 23:42:13 -07:00
MitchellHansen
0b3557cd5e
Tweaked indexing, there is a discrepancy at z_max values that I need to
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sort out. Added some 2d optimization functions for fun, currently doing a
class involving them
2016-10-01 23:01:52 -07:00
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
MitchellHansen
e13280bb07
added relative camera controls, now handles like an actual fly cam.
2016-09-22 21:48:38 -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
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
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
14987e3ba7
There we go! The raycaster now has a camera that renders without distortion and can be pitched, yawed, and moved on the XYZ axis. I'm not sure now if I want to: Add lighting, improve performance, or start working on porting it to OpenCL
2016-08-03 22:29:31 -07:00
MitchellHansen
3deb3a2b08
alright, tried a different method of assigning voxel step directions and I
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think it's working. The 3 negative walls are still very flat, and the
lower XYZ numbers still distort the viewport
2016-07-31 17:00:18 -07:00
MitchellHansen
f1c84c85b5
So it's rendering pretty much perfectly in the XYZ+ range but things break
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down when I start hitting negative values. I have a feeling this is going
to be a lot of trial and error. Oh well
2016-07-31 16:31:26 -07:00
MitchellHansen
0b8cd9a194
things are casting now and sfml is rendering the way I want it to.
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The voxel stepping is still all messed up, and it seems that there is
some data corruption on the map that I'll need to dig into
2016-07-31 13:52:22 -07:00
MitchellHansen
2b46bef923
Basic render loop is taking shape. Digging back into the
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raycasting will be slightly annoying
2016-07-31 01:01:01 -07:00
MitchellHansen
4432c0338b
added the map, switched branches
2016-07-30 23:05:59 -07:00