MitchellHansen
50c6d68944
Switched Utils name back. Converted the current debug text over to ImGui.
8 years ago
MitchellHansen
15fb922c27
Had some include troubles, renamed util but need to rename it back to .hpp. Switched the fps counter to run with imgui
8 years ago
MitchellHansen
0a457f50a6
A decent amount of progress on voxel traversal. Converted most of it to C code to make the CL version easier
8 years ago
MitchellHansen
04a68c1dec
Fixed a small bug regarding to AMD vs Intel OpenCL implementations
8 years ago
MitchellHansen
49253f4907
small tweak
8 years ago
MitchellHansen
b0188909a3
added the bitset idx tracking
8 years ago
MitchellHansen
043eeecb80
Initial traversal of the heirarchy
8 years ago
MitchellHansen
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?
8 years ago
MitchellHansen
6534e3303b
One more file
8 years ago
MitchellHansen
0f786b8647
still puzzling over how to do the voxel traversal
8 years ago
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
8 years ago
MitchellHansen
0974ab9e83
Some tweaks to get the linux build running -fixed
8 years ago
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
8 years ago
MitchellHansen
58867415c7
Fixed bug regarding the top octree level
8 years ago
MitchellHansen
8a9237ce50
Added some debug functions
8 years ago
MitchellHansen
97545e6cec
Was shiting a 64 bit value with a 32, msvc is smart
8 years ago
MitchellHansen
c6ac333232
A decent ways towards getting the octree built. Small snag in the way fully valid or invalid non-leafs are handled
8 years ago
MitchellHansen
b844744a97
Whoops, forgot to saven
8 years ago
MitchellHansen
51a08fc0bb
Various tweaks and modifications
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Some preliminary testing of map
8 years ago
MitchellHansen
c734614e5f
cleaned up an unused file, added check for sharing
8 years ago
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
8 years ago
MitchellHansen
1c750451f3
Added a 1/4 working phong shading function, breaks when the light
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direction in in negative values. The normals of voxels also are
symmetrical which needs to be fixed.
8 years ago
MitchellHansen
0b3557cd5e
Tweaked indexing, there is a discrepancy at z_max values that I need to
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sort out. Added some 2d optimization functions for fun, currently doing a
class involving them
8 years ago
MitchellHansen
1620f40d02
Fixed the camera movement so it now take into account sub-voxel movement
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Also fixed the distortion around the XY axes
8 years ago
MitchellHansen
e13280bb07
added relative camera controls, now handles like an actual fly cam.
8 years ago
MitchellHansen
4e96985104
added lighting, stole a terrain generator and ported it.
8 years ago
MitchellHansen
e1080baab0
opencl has no rand, SO rand method to make fog a little better
8 years ago
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
8 years ago
MitchellHansen
160756186d
mouse and camera movement work, stress testing. Can actually handle an
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impressive amount of resolution and voxel space for 0 optimization!
8 years ago
mitchellhansen
cf607382a9
WORKING! Awesome! It now casts fully inside the gpu,
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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!
8 years ago
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
8 years ago
mitchellhansen
c431d7452a
Lighting, testing voxel generation
8 years ago
mitchellhansen
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
8 years ago
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
8 years ago
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
8 years ago
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
8 years ago
MitchellHansen
2b46bef923
Basic render loop is taking shape. Digging back into the
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raycasting will be slightly annoying
8 years ago
MitchellHansen
4432c0338b
added the map, switched branches
8 years ago