91e5d1bcd6Getting ever so closer to fully working oct rendering. Fixed a very very weird bug that caused either register corruption or messing with the program counter or whatever. Caused by the parent stack index not being populated for the root index. Weirdmitchellhansen2018-04-16 21:40:35 -0700
c1e18ce17bFixed small error in scale when doing the downward traversal step. For some reason OpenCL has decided to start completely skipping the downward traversal loop when the jump power is equal to 1/2 dimension. What the hell?mitchellhansen2018-04-15 22:32:22 -0700
67ec7b7785Traversal is finally able to render coherent images, lots of artifacting. Probably logic error with traversal as opposed to math error in intersection_t'smitchellhansen2018-04-14 02:47:42 -0700
af7e0bf00bgoing to need to either add method of getting sub voxel position from the idx mask, or keep track of both vox and sub vox position in the DFS. Converted some logic steps in the DFS over to branchless selectsmitchellhansen2018-04-12 22:06:12 -0700
3c76a0729alooks like the idx checking got broken somehow
MitchellHansen
2018-04-08 07:44:45 -0700
9ab0770bdbtweaking, fixed logic errors in the DFS vox function along with some traversal errors. Hunting down a driver crash that I somehow introduced
MitchellHansen
2018-04-08 05:37:35 -0700
20f36d4eb1lots of little tweaks, the cl is still completely broken, need to revert the oct position calc
MitchellHansen
2018-03-21 22:31:17 -0700
8a1eb5e430Running on windows, for some reason doesn't crash as well
MitchellHansen
2018-03-03 06:43:52 -0800
8f6ecae4cbreally bad crashing, need to debug this on a cpu only machinemitchellhansen2018-03-02 22:21:44 -0800
8f822e14f7Have some real bad lock ups when the oct is semi fullmitchellhansen2018-03-01 21:54:16 -0800
6650eb784dSlightly closer, for some reason the face mask has been -1 and 0 this whole time????mitchellhansen2018-03-01 21:23:48 -0800
86bcd4f0aeWell I got something coming up, performance is worse than I was hoping, but there's a lot of optimization to gomitchellhansen2018-02-28 22:49:28 -0800
5a47d3bad4Debugging of a mouse polling issue, refactored the graph thing and finished tweaking it, added a few profiles to the graph, so prettymitchellhansen2018-02-27 22:13:59 -0800
29612edd61changed to c++ input args. Also, C++11 is the one true godmitchellhansen2018-02-27 20:27:24 -0800
7679a5a938modifying multilines to fit what I want it to domitchellhansen2018-02-26 23:12:00 -0800
40634837a9Porting 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
MitchellHansen
2017-10-21 19:40:00 -0700
36bf5697faTweaking, fixed a very old off by one bug on voxel gen
MitchellHansen
2017-10-21 06:54:09 -0700
dcf355c636Small tweaks while debugging. Will get 1:1 traversal working 100% before tackling jump_power
MitchellHansen
2017-10-19 22:21:33 -0700
513a827645Worked out a bit more of the traversal. Up to the point of assessing the situation with intersection_t updating
MitchellHansen
2017-10-19 21:30:16 -0700
3f09515c0aUpdate video demo, tweaking my refactor of the maps. Working on downwards navigation in the oct traversal
MitchellHansen
2017-10-18 22:10:31 -0700
c35f867c76Shuffling the map stuff around to make more sense structurally. Also shrunk the scope of the demos wayyyy down to facilitate easier debugging in my next planned steps
MitchellHansen
2017-10-17 23:59:15 -0700
242aaaa485Tweaking the blinn-phong function
MitchellHansen
2017-10-14 19:56:03 -0700
76189ef0b4Optimizing, fixing things in the kernel. More oct work
MitchellHansen
2017-10-14 14:18:26 -0700
8894d5e3a7Still plucking away at the octree traversal
MitchellHansen
2017-10-13 20:57:05 -0700
618535fed7Merge pull request #2 from MitchellHansen/octree-develop
Mitchell
2017-10-12 00:17:22 -0700
77e283a4ce256^3 rendering at 15FPS WITHOUT THE TRAVERSAL ALGORITHM! This thing's gonna FLY!
MitchellHansen
2017-10-12 00:15:56 -0700
b9c1bef7bcFixed a small bug that was breaking the far ptr's
MitchellHansen
2017-10-12 00:04:06 -0700
2519532172committing in a broken state, we got problems with the far pointers. Acting as absolute when should be relative
MitchellHansen
2017-10-09 23:53:59 -0700
787e308bcbRemoved the demo movement, added fog, correctly this time!
MitchellHansen
2017-10-09 22:52:21 -0700
87b7f60fa0found it, wasn't handling the intersection case
MitchellHansen
2017-10-07 22:26:38 -0700
ed99716565More 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=
MitchellHansen
2017-10-07 22:20:40 -0700
c5c65474d6~10 FPS from moving some oct stuff to const, ~0.5 fps from adding a few more consts to initializers in the kernel
MitchellHansen
2017-10-07 21:32:22 -0700
2d2a854f0fThis is going to require a major rewrite of every component of this program. Going to revert back to the linear game loop for nowmitchellhansen2017-10-05 22:51:02 -0700
5fcf1c0e44working on the frame controller, this might get messy
MitchellHansen
2017-10-01 17:01:05 -0700
4d6cecc7e0Thinking about doing a simple scheduling system next. Perhaps tick tied to the step_size?
MitchellHansen
2017-09-28 22:11:14 -0700
a280005bd9It's the year 2017. Why the hell does VS not autosave?
MitchellHansen
2017-09-27 23:42:33 -0700
3ff6fb0b14Adding a method of rendering GUI's that avoid the whole throwing raw data around everywhere thing I had going on before
MitchellHansen
2017-09-27 23:36:20 -0700
a6e18bbb54Generalized the way I'm handling reflections. Need to do some soul searching on how I'm accumulating colors
MitchellHansen
2017-09-26 21:35:53 -0700
9ac52aef5eHah! Was able to get the ray redirection working, very large step in the way towards multi light, refraction, reflection, and indirect lightinggit status
MitchellHansen
2017-09-25 22:46:17 -0700
ed250d1291Octree works out to 128x128 as is, and performance seems very promising. Traversal or octree generation fixes will be next
MitchellHansen
2017-09-24 18:28:32 -0700
305ef917e0Thankfully it wasn't a problem with the data format, I was passing the address of a ptr, not the address contained by the ptr. With that, preliminary GPU octree interaction works perfectly
MitchellHansen
2017-09-24 17:48:06 -0700
7c86c60f9fAdded EGL linking and useage for the linux cl_khr_gl_sharing interaction. This still crashes on my machine but at least its getting closer to working. Fixed some warnings and errors while compiling with clang++mitchell hansen2017-09-24 17:07:51 -0700
ebce781eb3Got the octree data to the GPU and it's traversing it, but it having some corruption issues. Endianness???
MitchellHansen
2017-09-24 00:50:09 -0700
ba11f9c081Wrapping up for today
MitchellHansen
2017-09-23 14:34:56 -0700
836af27a3esmall tweaks to the kernel code
MitchellHansen
2017-09-23 14:03:33 -0700
9f764f4cbdLots of little tweaks as I figure out the octree. Fixed bug regarding the selects in the kernel dictating material texturing
MitchellHansen
2017-08-19 00:04:10 -0700
4642ab8f0bFiddling with the traversal algorithm and shoehorning in the DFS algo
MitchellHansen
2017-07-13 22:14:29 -0700
316293a110Cleaned up and pulled out some code into Map.cpp in order to start working on the meat of the *Correct* voxel traversal method as explained in the paper.
MitchellHansen
2017-07-12 00:09:19 -0700
1ed6a622bcThat was a really dumb bug! Octree was being generated mirrored because I second guessed myself on a for loopMitchellHansen2017-07-03 00:42:54 -0700
0b8f1cf442Merge pull request #1 from MitchellHansen/add-license-1
Mitchell
2017-07-02 20:22:44 -0700
5e9401cd27Linux build working again, removed the GL_Testing stuff, I'm going to move to Vulkan eventually. Got voxel search working mostly with the new octree changes. Issue with mirroring of voxel data currentlyMitchellHansen2017-07-02 12:36:25 -0700
04842dd597It appears that the new generation algorithm works well. The tree structure is intact and the relative pointers look correct. I'll write a validator when I get a chance
MitchellHansen
2017-06-30 02:37:40 -0700
b82d543479First draft of the revised octree generation code
MitchellHansen
2017-06-30 01:47:19 -0700
1fab4943bffiddling around with far pointers, page headers somewhat solid
MitchellHansen
2017-06-30 01:13:08 -0700
3596c9094cRefactoring the generation code to the octree, working on the memory management of the various buffers and trunk
MitchellHansen
2017-06-29 03:29:36 -0700
32e58d516abringing up to date
MitchellHansen
2017-06-29 01:52:30 -0700
c7bde50e0dSaving before breaking changes
MitchellHansen
2017-06-25 01:22:24 -0700
ce862feb0bCouple of refactors and tricks in the kernel to speed things up. ~5FPS average improvement
MitchellHansen
2017-04-21 20:09:12 -0700
a40b5545e8Removed the class heirarchy for the raycaster. I was aiming for maximum compatability but realistically, this project will never run at any sort of acceptable speed on the cpu. Also in the previous commit fixed multiple longterm bugs as well as fixed bugs in the event system and made it much safer
MitchellHansen
2017-04-15 01:50:01 -0700
334a375535Commit might have been messed up
MitchellHansen
2017-04-15 01:45:09 -0700