Commit Graph

156 Commits

Author SHA1 Message Date
791aa96da7 Some tweaks to get the linux build running 2017-01-10 11:16:02 -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
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
Some preliminary testing of map
2016-12-10 01:12:30 -08:00
MitchellHansen
259f6a8488 Got some geometry up and rotating. It will be pretty trivial to pass in
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
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
b2988f0e13 Would help if I added the files 2016-11-04 04:18:34 -07:00
MitchellHansen
5f24a4cf3f A good portion of the fallback software caster is done.
Need to test, add global lighting, add switch
2016-11-04 04:16:03 -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
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
consolidated RayCaster class.
2016-11-02 00:09:32 -07:00
MitchellHansen
45627e6a85 Whoops, forgot to save the files, same commit as before 2016-10-29 23:56:50 -07:00
MitchellHansen
51093beaca Starting to condense the rendering and switching between the different
methods
2016-10-29 23:55:58 -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
391dc63ec8 Bit of fiddling around while refractoring 2016-10-25 19:18:50 -07:00
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
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
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
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
MitchellHansen
fe0fbc04e1 little edit to get rid of some cl boilerplate 2016-09-22 22:18:30 -07:00
MitchellHansen
e13280bb07 added relative camera controls, now handles like an actual fly cam. 2016-09-22 21:48:38 -07:00
92aee8c4ca Would help if I actually added the files 2016-09-19 03:01:47 -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
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
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
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
cf607382a9 WORKING! Awesome! It now casts fully inside the gpu,
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
a7234675cb Continuing on adding argument handling.
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
c3902c2f6e Added args and buffer handling, but now clEnqueueNDRangeKernel is failing
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.
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
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
8f809f5f70 Starting on OpenCL, got cmake to link it correctly, and started on
a minimal example
2016-08-08 22:33:47 -07:00
bf45af9bab Added the SFML vector class. Need to extend it to have
the vector operations I want
 Changes to be committed:
	modified:   CMakeLists.txt
	modified:   README.md
	renamed:    src/Curses.h -> include/Curses.h
	new file:   include/Vector3.h
	new file:   src/Vector3.cpp
2016-08-08 15:39:36 -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
2b7dceee1b Moved the view plane calc to the constructor, cleaned up old code. Added / removed relevant comments 2016-08-02 22:40:55 -07:00
d609ed695a Going to need to get rid of the spherical camera 2016-08-01 23:32:25 -07:00
MitchellHansen
eb889f9937 added header to play nice with macos 2016-07-31 17:13:16 -07:00
MitchellHansen
3deb3a2b08 alright, tried a different method of assigning voxel step directions and I
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
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.
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