mitchellhansen
0b9010b007
little tweaks, tomorrow/this week will hook up the arguments and data loading
8 years ago
mitchellhansen
5d9d3c4f4d
Ah, I'm a dummy. Forgot to initialize the command queue! No wonder why it
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was invalid...
8 years ago
mitchellhansen
c3902c2f6e
Added args and buffer handling, but now clEnqueueNDRangeKernel is failing
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with the error invalid command queue. Haven't seen that one before, and
cursory google suggests it's a problem with MBP's. Fun! I'll keep taking
a look, and I'll try it on my windows machine here soon
8 years ago
mitchellhansen
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
8 years ago
mitchellhansen
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.
8 years ago
MitchellHansen
ce2623f302
cl wrapper, clapper, hah
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
3c9b39f682
added the final kernel create function, moved around includes
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Next on the plate is either, abstract the cl routine, or
begin digging into creating the kernel
8 years ago
mitchellhansen
d2b79ceec3
Added a compilation routine, probably will abstract all this out into
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it's own class / function. Added a small kernel that I got from a tutorial
to test the compilers error codes. Added a small notes file with error
codes. Added some error checking for the error codes
8 years ago
mitchellhansen
49817f94b7
Had a linking problem in the CMakeLists, fixed.
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Added a test file to check for cl/gl interop support & supported cl version
Finished CL setup up to the creation of the command queue
8 years ago
mitchellhansen
bc093ef4e4
Cleaned up the cmake file. Imports SFML, CL, and GL now.
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But I'm not sure how well it will work on windows so I need
to test that out. Also added a stack overflow snippet to
check your compute devices and give their opencl version
8 years ago
mitchellhansen
8f809f5f70
Starting on OpenCL, got cmake to link it correctly, and started on
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a minimal example
8 years ago
mitchellhansen
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
8 years ago
MitchellHansen
c5858bca3e
implimented my curses doodad to show that 3d works in ascii too.
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Added camera movement with the mouse, but I need to change how it
works
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
2b7dceee1b
Moved the view plane calc to the constructor, cleaned up old code. Added / removed relevant comments
8 years ago
mitchellhansen
1de9c6dd35
Ahh! It works!! The camera is great now, it yaws and pitches perfectly, just need to limit it to 180 -> -180 on the pitch. There is still a problem when viewing in the negative angles, and as you move the camera closer to 0 things get weird and distorted. But the transfer over to a spherical camera point and a cartesian view plane worked fantastically
8 years ago
mitchellhansen
d609ed695a
Going to need to get rid of the spherical camera
8 years ago
mitchellhansen
c3be6e2240
Alright, that little change fixed some of the negative coord problems, still have some really weird warping though.
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
37ef472f61
More work done on the ray
8 years ago
MitchellHansen
4432c0338b
added the map, switched branches
8 years ago
Mitchell Hansen
624d2771ac
Don't know what is in this one
8 years ago
Mitchell
371eb22cae
Delete .DS_Store
8 years ago
Mitchell Hansen
797738206d
Added a simple FPS counter and a place for assets
8 years ago
Mitchell Hansen
07885a2b86
Ported over the 'fix your timestep' game loop with the nifty C++11 chrono stuff
8 years ago
Mitchell Hansen
12a33740f9
init
8 years ago