0c70c24a52
Switched names, thinking about how to do kernel args, and buffers.
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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
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a minimal example
2016-08-08 22:33:47 -07:00
bf45af9bab
Added the SFML vector class. Need to extend it to have
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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
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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
37ef472f61
More work done on the ray
2016-07-31 00:01:50 -07:00
MitchellHansen
4432c0338b
added the map, switched branches
2016-07-30 23:05:59 -07:00
Mitchell Hansen
624d2771ac
Don't know what is in this one
2016-07-30 20:32:15 -07:00
Mitchell
45343a2e97
Delete .DS_Store
2016-07-21 13:48:41 -07:00
Mitchell Hansen
12a33740f9
init
2016-07-17 20:41:38 -07:00