Commit Graph

30 Commits

Author SHA1 Message Date
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
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
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
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
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
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
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
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
MitchellHansen
2b46bef923 Basic render loop is taking shape. Digging back into the
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