MitchellHansen
394c9821fc
added imgui to the app
2017-03-16 22:48:55 -07:00
MitchellHansen
033e29d9b1
Fixed small ifdef bug, added quick-sfml-templates fps graph
2017-03-12 00:00:20 -08:00
b7d4191d82
Fixed mac compatability
2017-03-07 10:24:55 -08:00
System Administrator
f36b7ebb21
Added macOS compatability again
2017-03-07 10:20:39 -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
MitchellHansen
04a68c1dec
Fixed a small bug regarding to AMD vs Intel OpenCL implementations
2017-03-02 20:50:30 -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
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
MitchellHansen
f60c475531
removed a few bugs relating to terminating sockets prior to program end.
2017-02-13 21:13:31 -08:00
MitchellHansen
ab1fcb9678
Hooked up the phone controller to the light and added a demo video at 1440x900
2017-02-12 23:04:08 -08:00
MitchellHansen
e364c5380d
Lights are now working correctly. Need to update the kernel to account for multiple lights, and add sfEventSubscriber to the LightHandler
2017-02-11 23:16:09 -08:00
MitchellHansen
6e0d5814e1
Added some documentation on the lights. Got most everything tidied up. Having some issues with std::moving unique ptrs. Going to change them to shared_ptr
2017-02-11 21:43:32 -08:00
MitchellHansen
bfb6d922a3
Working on lights, I'm conceeding and just using a fixed array. I think it will be faster in the long run, as I won't have to rebind the lights when I add/remove one. Also wrestling with really lame compiler erros with these templated pointers
2017-02-08 23:17:10 -08:00
MitchellHansen
0047db0a65
Not sure if I'm a huge fan that I have to specify the folders in the includes now
2017-02-08 01:35:14 -08:00
3571bdcd61
Fixed all the compiler warnings, fixed depreciated screenshot function
2017-02-06 03:47:43 -08:00
MitchellHansen
fa047f9e3a
Wrestling with the compiler to pass these shared_ptr's
2017-02-04 22:34:09 -08:00
MitchellHansen
a01b089d12
Still wrestling with a good way to hide the packing
2017-02-03 18:06:29 -08:00
MitchellHansen
effed8a2bf
Working more on the lights. Trying to get around the packing requirements for passing data to CL
2017-02-03 17:09:44 -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
a69f7258f4
Netork control of the camera now works, slight hitch every few seconds though. Not sure how to track that down
2017-01-23 22:32:15 -08:00
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
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
a812fba43c
Trying to get the position on the face where the rays intersect the voxel. Some promising first results.
2017-01-16 20:36:15 -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
cc7a4a2efb
Shadows now working, though they are still voxel based. Need to calculate where on the surface the ray hits, and then send the ray out from that point.
2017-01-15 23:23:43 -08:00
MitchellHansen
9a12fba310
Working with the Blin-Phong lighting. Fixed the symmetry between the normals. Starting working on shadows
2017-01-15 22:48:37 -08:00
MitchellHansen
129e475b15
Fixed the way lights were linked to opencl, did some tweaking of the phong lighting.
2017-01-15 13:17:33 -08:00
MitchellHansen
7d7ed5367c
Fixed the held keys, now occasionally a key will stick though
2017-01-14 15:40:23 -08:00
MitchellHansen
10e3ba43fa
Events are now passing correctly, small bug with held keys that needs fixing
2017-01-14 15:15:59 -08:00
MitchellHansen
0e1e9af37c
More work on the event system, sf::Events are completely wrapped now.
2017-01-14 13:49:56 -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
97545e6cec
Was shiting a 64 bit value with a 32, msvc is smart
2016-12-18 01:25:48 -08:00
MitchellHansen
bb0852cc0e
various tweaking and figuring on the octree. The weird hybrid dfs bfs thing they have going will be annoying to do in one pass. Might defer it out to two passes. First building the octree, second culling and passing the octree to the gpu
2016-12-13 15:29:28 -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
MitchellHansen
c98adefa3a
tweaked some groovy color effects, updated screeny. I think I might have added fog in this one too?
2016-11-29 23:44:03 -08:00
MitchellHansen
259f6a8488
Got some geometry up and rotating. It will be pretty trivial to pass in
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the camera rotation now and have it follow along.
2016-11-29 00:31:22 -08:00
MitchellHansen
5e58ade16f
Modified CMake to now find and link GLEW
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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.
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Added a kernel to help test opencl data passing
renamed the kernels, buffers, etc.
2016-11-04 03:28:23 -07:00
MitchellHansen
5528e03c69
Saving minor tweaks
2016-11-02 15:58:15 -07:00
MitchellHansen
518cc757a3
Lots of work done moving the various raycasting implementations over to a
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consolidated RayCaster class.
2016-11-02 00:09:32 -07:00
MitchellHansen
51093beaca
Starting to condense the rendering and switching between the different
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methods
2016-10-29 23:55:58 -07:00