Commit Graph

71 Commits

Author SHA1 Message Date
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
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
3c91614f45 Working on a messaging system for sf events 2017-01-10 08:46:12 -08:00
MitchellHansen
475a879b51 –Why the off by one on voxel.y? lolololol 2017-01-01 17:42:25 -08:00
MitchellHansen
f8be952a9b Fixed the camera coords in the view matrix. Tweaked cam position in kernel, odd off by one error. 2017-01-01 17:23:23 -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
51a08fc0bb Various tweaks and modifications
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
3817662b65 Changed Y -> color change
Added new screenshot
2016-11-04 23:36:57 -07:00
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
ef4c001bf2 Bug in the current crimson drivers (16.10.3) which incurs a 500kb per
cycle memory leak when using printf statements inside cl kernels
2016-10-29 18:49:43 -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
de2f0ad6a1 In the middle of a couple of things right now, but decided to focus a
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
4c31cfaf48 remove some debug to make it clearer where I left off 2016-10-03 00:13:45 -07:00
MitchellHansen
1c750451f3 Added a 1/4 working phong shading function, breaks when the light
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
sort out. Added some 2d optimization functions for fun, currently doing a
class involving them
2016-10-01 23:01:52 -07:00
MitchellHansen
582e37f540 added small example video 2016-09-23 21:36:10 -07:00
MitchellHansen
1620f40d02 Fixed the camera movement so it now take into account sub-voxel movement
Also fixed the distortion around the XY axes
2016-09-23 14:08:01 -07:00