MitchellHansen
b493d56f7a
Removed some extra headers in util, restricted the scope of some others
2017-03-23 00:45:13 -07:00
MitchellHansen
7c534500f6
Cut down a few of the compiler warnings, refactored the octree into its own file. Refactored all map items into their own subfolder
2017-03-22 23:52:33 -07:00
MitchellHansen
2ad7383406
Added a struct to pass away from get_voxel
2017-03-22 23:24:43 -07:00
MitchellHansen
e45df185f7
Cleaned up Map and the Octree. Did some testing and refactoring of generation code. Interleaved data is now good, also changed the block stack dealio to just a blob of uint64_t data. Used a GCC and by extension MSVC extension which speeds up count_bits by a good bit. After all optimizations, getVoxel is now around 10-15 times faster.
2017-03-22 22:50:17 -07:00
MitchellHansen
5e222a0331
Added new demo, tweaked some values to produce better lighting
2017-03-20 22:22:53 -07:00
MitchellHansen
3aaffce566
Refactored and commented the Hardware Caster. Cleaned up many small things
2017-03-18 17:15:25 -07:00
MitchellHansen
50c6d68944
Switched Utils name back. Converted the current debug text over to ImGui.
2017-03-17 00:09:48 -07:00
MitchellHansen
15fb922c27
Had some include troubles, renamed util but need to rename it back to .hpp. Switched the fps counter to run with imgui
2017-03-16 23:47:05 -07:00
MitchellHansen
033e29d9b1
Fixed small ifdef bug, added quick-sfml-templates fps graph
2017-03-12 00:00:20 -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
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
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
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
abec38e7c7
Finally found the root of that off by one error. Changed up the readme.
2017-01-16 02:31:51 -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
8a9237ce50
Added some debug functions
2016-12-18 17:19:16 -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
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
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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
45627e6a85
Whoops, forgot to save the files, same commit as before
2016-10-29 23:56:50 -07:00
MitchellHansen
561c07c602
Turned off experimental phong lighting in the kernel
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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
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
6f5d2b2f6f
Changed to non branching algo, sped up a good 30-50 ms at the current max
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ray dist. Also changed bounds checking a little, not sure if it's faster
2016-09-04 23:59:39 -07:00
5dea2494a0
Large amount done. OpenCL is almost completely abstracted out to the class
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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
c431d7452a
Lighting, testing voxel generation
2016-08-06 00:50:48 -07:00
MitchellHansen
eb889f9937
added header to play nice with macos
2016-07-31 17:13:16 -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