90 Commits (6650eb784d893de90afbd2c8338902874ce8ddc9)

Author SHA1 Message Date
mitchellhansen 6650eb784d Slightly closer, for some reason the face mask has been -1 and 0 this whole time????
7 years ago
mitchellhansen 86bcd4f0ae Well I got something coming up, performance is worse than I was hoping, but there's a lot of optimization to go
7 years ago
mitchellhansen 6464fceece Added enabling and disabling of the octree from the settings buffer
7 years ago
mitchellhansen d2bc5e483a The settings buffer is fully operational
7 years ago
mitchell hansen d6bdcbdeca Leaving it compiling at least, CL seems to have broken at some point on my thinkpad
7 years ago
mitchellhansen 176d9f7a54 And also made the camera react to gravity, not fall through the floor
7 years ago
mitchellhansen c698711fdf Finally converted the camera lens to a proper frustrum, no more fish eye
7 years ago
MitchellHansen 40634837a9 Porting over the traversal algo to do some in situ programming. Running into some pretty bad register pressure bottlenecks. Might pivot to thinking about the multistage kernel for a bit
7 years ago
MitchellHansen 36bf5697fa Tweaking, fixed a very old off by one bug on voxel gen
7 years ago
MitchellHansen dcf355c636 Small tweaks while debugging. Will get 1:1 traversal working 100% before tackling jump_power
7 years ago
MitchellHansen 242aaaa485 Tweaking the blinn-phong function
7 years ago
MitchellHansen 76189ef0b4 Optimizing, fixing things in the kernel. More oct work
7 years ago
MitchellHansen 77e283a4ce 256^3 rendering at 15FPS WITHOUT THE TRAVERSAL ALGORITHM! This thing's gonna FLY!
7 years ago
MitchellHansen 2519532172 committing in a broken state, we got problems with the far pointers. Acting as absolute when should be relative
7 years ago
MitchellHansen 787e308bcb Removed the demo movement, added fog, correctly this time!
7 years ago
MitchellHansen f733ca4aec 'Demo Mode' release
7 years ago
MitchellHansen 87b7f60fa0 found it, wasn't handling the intersection case
7 years ago
MitchellHansen ed99716565 More optimizing, removing some dumb casts. Some are needed though when they really shouldn't be? Also somehow broke shadowing in the last few commits and never noticed D=
7 years ago
MitchellHansen c5c65474d6 ~10 FPS from moving some oct stuff to const, ~0.5 fps from adding a few more consts to initializers in the kernel
7 years ago
mitchellhansen 58ef1da02a Did this work?
7 years ago
MitchellHansen 5fcf1c0e44 working on the frame controller, this might get messy
7 years ago
MitchellHansen a6e18bbb54 Generalized the way I'm handling reflections. Need to do some soul
7 years ago
MitchellHansen 9ac52aef5e Hah! Was able to get the ray redirection working, very large step in the way towards multi light, refraction, reflection, and indirect lightinggit status
7 years ago
MitchellHansen ed250d1291 Octree works out to 128x128 as is, and performance seems very promising. Traversal or octree generation fixes will be next
7 years ago
MitchellHansen 305ef917e0 Thankfully it wasn't a problem with the data format, I was passing the
7 years ago
mitchell hansen 7c86c60f9f Added EGL linking and useage for the linux cl_khr_gl_sharing
7 years ago
MitchellHansen ebce781eb3 Got the octree data to the GPU and it's traversing it, but it having some corruption issues. Endianness???
7 years ago
MitchellHansen 836af27a3e small tweaks to the kernel code
7 years ago
MitchellHansen 86f1622090 Some machinations on a config structure as well as a restructure on how
7 years ago
MitchellHansen 9f764f4cbd Lots of little tweaks as I figure out the octree. Fixed bug regarding the selects in the kernel dictating material texturing
7 years ago
MitchellHansen 4642ab8f0b Fiddling with the traversal algorithm and shoehorning in the DFS algo
7 years ago
MitchellHansen c7bde50e0d Saving before breaking changes
8 years ago
MitchellHansen ce862feb0b Couple of refactors and tricks in the kernel to speed things up. ~5FPS average improvement
8 years ago
MitchellHansen 334a375535 Commit might have been messed up
8 years ago
MitchellHansen 8806777dc9 Lots of tweaking. Tenative buggy reflection implimented.
8 years ago
MitchellHansen 5e222a0331 Added new demo, tweaked some values to produce better lighting
8 years ago
MitchellHansen 0d82cd5a20 Finally moved screenshots and runtime compilation to GUI elements
8 years ago
MitchellHansen 7e5d4ef947 10 FPS average increase from changing global work size to 2D
8 years ago
MitchellHansen ec65ef7741 Added new screenshots to show off imgui. As well as a quick delve into the blinn function to add the inverse square law
8 years ago
MitchellHansen 6a3eaa04f7 Added color to lights, added a gui slider to control the single light color
8 years ago
MitchellHansen 61ab5682da SFML packets have no documented structure so I had to packet them out myself. Low Energy
8 years ago
MitchellHansen 1627fe4572 Textures were suprisingly trivial with the plane intersection code hashed out
8 years ago
MitchellHansen ccdcb382fd Bringing up to date before I try something
8 years ago
MitchellHansen 86f342432a added light controls
8 years ago
MitchellHansen 26bc8bff70 Hah! I got it working!
8 years ago
MitchellHansen 1a66c1dad0 fixed the hitchy lighting
8 years ago
MitchellHansen 73026bc65d Very very close to pixel perfect shadows. Having some of that axis switch malarchy slowing things down
8 years ago
MitchellHansen a812fba43c Trying to get the position on the face where the rays intersect the voxel. Some promising first results.
8 years ago
MitchellHansen abec38e7c7 Finally found the root of that off by one error. Changed up the readme.
8 years ago
MitchellHansen cc7a4a2efb Shadows now working, though they are still voxel based. Need to calculate where on the surface the ray hits, and then send the ray out from that point.
8 years ago