Commit Graph

  • 8806777dc9 Lots of tweaking. Tenative buggy reflection implimented. MitchellHansen 2017-04-13 03:41:05 -0700
  • 2421f7bdce Having some performance issues on a new windows install. Going to pull device selection out to the GUI and do further testing MitchellHansen 2017-03-25 21:25:14 -0700
  • b493d56f7a Removed some extra headers in util, restricted the scope of some others MitchellHansen 2017-03-23 00:45:13 -0700
  • 7c534500f6 Cut down a few of the compiler warnings, refactored the octree into its own file. Refactored all map items into their own subfolder MitchellHansen 2017-03-22 23:51:46 -0700
  • 2ad7383406 Added a struct to pass away from get_voxel MitchellHansen 2017-03-22 23:24:43 -0700
  • 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. MitchellHansen 2017-03-22 22:50:17 -0700
  • d1b9ecd3e5 Octree traversal now works perfectly, edge cases worked out MitchellHansen 2017-03-22 00:55:10 -0700
  • 30959128e4 Hunting down some bugs and verfiying correct oct-tree traversal, not quite there yet but close MitchellHansen 2017-03-21 22:05:23 -0700
  • 5e222a0331 Added new demo, tweaked some values to produce better lighting MitchellHansen 2017-03-20 22:22:53 -0700
  • 0d82cd5a20 Finally moved screenshots and runtime compilation to GUI elements MitchellHansen 2017-03-19 23:08:16 -0700
  • 7e5d4ef947 10 FPS average increase from changing global work size to 2D MitchellHansen 2017-03-19 00:42:54 -0700
  • ec65ef7741 Added new screenshots to show off imgui. As well as a quick delve into the blinn function to add the inverse square law MitchellHansen 2017-03-18 20:52:24 -0700
  • 6a3eaa04f7 Added color to lights, added a gui slider to control the single light color MitchellHansen 2017-03-18 20:08:38 -0700
  • 4549428954 Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2017-03-18 17:15:37 -0700
  • 3aaffce566 Refactored and commented the Hardware Caster. Cleaned up many small things MitchellHansen 2017-03-18 17:15:25 -0700
  • 86cc088609 Update README.md Mitchell 2017-03-17 17:02:03 -0700
  • 115f624d1c Update README.md Mitchell 2017-03-17 17:01:45 -0700
  • 0b3b1660ff Update README.md Mitchell 2017-03-17 17:00:23 -0700
  • 29f7ab2037 Update README.md Mitchell 2017-03-17 16:57:33 -0700
  • 50c6d68944 Switched Utils name back. Converted the current debug text over to ImGui. MitchellHansen 2017-03-17 00:09:48 -0700
  • 15fb922c27 Had some include troubles, renamed util but need to rename it back to .hpp. Switched the fps counter to run with imgui MitchellHansen 2017-03-16 23:47:05 -0700
  • 394c9821fc added imgui to the app MitchellHansen 2017-03-16 22:48:55 -0700
  • 033e29d9b1 Fixed small ifdef bug, added quick-sfml-templates fps graph MitchellHansen 2017-03-12 00:00:20 -0800
  • b7d4191d82 Fixed mac compatability MitchellHansen 2017-03-07 10:24:55 -0800
  • f36b7ebb21 Added macOS compatability again System Administrator 2017-03-07 10:20:39 -0800
  • 0a457f50a6 A decent amount of progress on voxel traversal. Converted most of it to C code to make the CL version easier MitchellHansen 2017-03-06 01:01:48 -0800
  • 04a68c1dec Fixed a small bug regarding to AMD vs Intel OpenCL implementations MitchellHansen 2017-03-02 20:50:30 -0800
  • d2d759810f Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2017-02-27 11:39:22 -0800
  • cd360fde81 Added pdf MitchellHansen 2017-02-27 11:38:59 -0800
  • 49253f4907 small tweak MitchellHansen 2017-02-24 21:07:44 -0800
  • b0188909a3 added the bitset idx tracking MitchellHansen 2017-02-24 21:07:04 -0800
  • 043eeecb80 Initial traversal of the heirarchy MitchellHansen 2017-02-22 18:36:14 -0800
  • 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? MitchellHansen 2017-02-20 22:49:41 -0800
  • 6534e3303b One more file MitchellHansen 2017-02-19 21:10:19 -0800
  • 0f786b8647 still puzzling over how to do the voxel traversal MitchellHansen 2017-02-19 21:09:56 -0800
  • 91e9de347e It's time to do the voxel traversal. Going to need to come up with a linear algorithm that doesn't take forever MitchellHansen 2017-02-13 22:33:48 -0800
  • 6c368183e9 Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2017-02-13 21:13:44 -0800
  • f60c475531 removed a few bugs relating to terminating sockets prior to program end. MitchellHansen 2017-02-13 21:13:31 -0800
  • ddc5e8c080 Update README.md Mitchell 2017-02-12 23:09:00 -0800
  • 44db8dcaf8 Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2017-02-12 23:04:21 -0800
  • ab1fcb9678 Hooked up the phone controller to the light and added a demo video at 1440x900 MitchellHansen 2017-02-12 23:04:08 -0800
  • e364c5380d Lights are now working correctly. Need to update the kernel to account for multiple lights, and add sfEventSubscriber to the LightHandler MitchellHansen 2017-02-11 23:16:09 -0800
  • 6e0d5814e1 Added some documentation on the lights. Got most everything tidied up. Having some issues with std::moving unique ptrs. Going to change them to shared_ptr MitchellHansen 2017-02-11 21:43:32 -0800
  • 9b85ce13c3 Update README.md Mitchell 2017-02-10 01:31:17 -0800
  • bfb6d922a3 Working on lights, I'm conceeding and just using a fixed array. I think it will be faster in the long run, as I won't have to rebind the lights when I add/remove one. Also wrestling with really lame compiler erros with these templated pointers MitchellHansen 2017-02-08 23:17:10 -0800
  • 0047db0a65 Not sure if I'm a huge fan that I have to specify the folders in the includes now MitchellHansen 2017-02-08 01:35:14 -0800
  • afa6ce463a Whoops, forgot to remove the old stuff MitchellHansen 2017-02-08 01:30:10 -0800
  • eb54125a64 Added a function which creates VS filters that match the directory structure. MitchellHansen 2017-02-08 01:29:30 -0800
  • 3571bdcd61 Fixed all the compiler warnings, fixed depreciated screenshot function MitchellHansen 2017-02-06 03:47:43 -0800
  • 88e69721e1 Fixed the linux build, added C++14 flag for std::make_unique MitchellHansen 2017-02-06 03:02:47 -0800
  • fa047f9e3a Wrestling with the compiler to pass these shared_ptr's MitchellHansen 2017-02-04 22:34:09 -0800
  • a01b089d12 Still wrestling with a good way to hide the packing MitchellHansen 2017-02-03 18:06:29 -0800
  • effed8a2bf Working more on the lights. Trying to get around the packing requirements for passing data to CL MitchellHansen 2017-02-03 17:09:44 -0800
  • 3f0a99a435 getting started on the lights MitchellHansen 2017-02-02 22:37:27 -0800
  • 03a7ee43fd working on a little maze generator for the demo MitchellHansen 2017-01-24 23:35:41 -0800
  • a69f7258f4 Netork control of the camera now works, slight hitch every few seconds though. Not sure how to track that down MitchellHansen 2017-01-23 22:32:15 -0800
  • 8d2fc26929 Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2017-01-23 20:51:08 -0800
  • 61ab5682da SFML packets have no documented structure so I had to packet them out myself. Low Energy MitchellHansen 2017-01-23 20:50:51 -0800
  • 4653cbdecb Update README.md Mitchell 2017-01-22 15:02:27 -0800
  • d4615bed6f Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2017-01-21 00:13:06 -0800
  • 1627fe4572 Textures were suprisingly trivial with the plane intersection code hashed out MitchellHansen 2017-01-21 00:12:19 -0800
  • ccdcb382fd Bringing up to date before I try something MitchellHansen 2017-01-20 22:32:25 -0800
  • 7ea7bfc951 Update README.md Mitchell 2017-01-19 21:29:38 -0800
  • 519a470d33 Update README.md Mitchell 2017-01-19 21:29:21 -0800
  • 86f342432a added light controls MitchellHansen 2017-01-19 21:24:21 -0800
  • 26bc8bff70 Hah! I got it working! MitchellHansen 2017-01-19 21:00:15 -0800
  • 1a66c1dad0 fixed the hitchy lighting MitchellHansen 2017-01-19 14:47:06 -0800
  • 73026bc65d Very very close to pixel perfect shadows. Having some of that axis switch malarchy slowing things down MitchellHansen 2017-01-18 22:06:33 -0800
  • ad2d5052de Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2017-01-16 20:36:48 -0800
  • a812fba43c Trying to get the position on the face where the rays intersect the voxel. Some promising first results. MitchellHansen 2017-01-16 20:36:15 -0800
  • 3d3d80025c I guess it's case sensitive? Mitchell 2017-01-16 02:33:22 -0800
  • abec38e7c7 Finally found the root of that off by one error. Changed up the readme. MitchellHansen 2017-01-16 02:31:51 -0800
  • 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. MitchellHansen 2017-01-15 23:23:43 -0800
  • 9a12fba310 Working with the Blin-Phong lighting. Fixed the symmetry between the normals. Starting working on shadows MitchellHansen 2017-01-15 22:48:37 -0800
  • 129e475b15 Fixed the way lights were linked to opencl, did some tweaking of the phong lighting. MitchellHansen 2017-01-15 13:17:33 -0800
  • 7d7ed5367c Fixed the held keys, now occasionally a key will stick though MitchellHansen 2017-01-14 15:40:23 -0800
  • 10e3ba43fa Events are now passing correctly, small bug with held keys that needs fixing MitchellHansen 2017-01-14 15:15:59 -0800
  • 0e1e9af37c More work on the event system, sf::Events are completely wrapped now. MitchellHansen 2017-01-14 13:49:56 -0800
  • 36851ad011 Merge branch 'master' of http://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2017-01-14 01:16:46 -0800
  • 2e0227419c Did a lot of boilerplate on the Event wrapper pt.2 MitchellHansen 2017-01-14 01:16:29 -0800
  • 4cd9bbb4ed Did a lot of boilerplate on the Event wrapper MitchellHansen 2017-01-14 01:16:03 -0800
  • 0974ab9e83 Some tweaks to get the linux build running -fixed MitchellHansen 2017-01-10 11:16:39 -0800
  • 791aa96da7 Some tweaks to get the linux build running MitchellHansen 2017-01-10 11:16:02 -0800
  • 3c91614f45 Working on a messaging system for sf events MitchellHansen 2017-01-10 08:46:12 -0800
  • 475a879b51 –Why the off by one on voxel.y? lolololol MitchellHansen 2017-01-01 17:42:25 -0800
  • f8be952a9b Fixed the camera coords in the view matrix. Tweaked cam position in kernel, odd off by one error. MitchellHansen 2017-01-01 17:23:23 -0800
  • 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 MitchellHansen 2016-12-30 21:02:04 -0800
  • 58867415c7 Fixed bug regarding the top octree level MitchellHansen 2016-12-19 06:43:02 -0800
  • 8a9237ce50 Added some debug functions MitchellHansen 2016-12-18 17:19:16 -0800
  • 97545e6cec Was shiting a 64 bit value with a 32, msvc is smart MitchellHansen 2016-12-18 01:25:48 -0800
  • b3e3fef2e3 Tree building getting better, children are now being checked and culled MitchellHansen 2016-12-16 02:12:21 -0800
  • c6ac333232 A decent ways towards getting the octree built. Small snag in the way fully valid or invalid non-leafs are handled MitchellHansen 2016-12-14 01:22:52 -0800
  • b844744a97 Whoops, forgot to saven MitchellHansen 2016-12-13 17:34:40 -0800
  • bb0852cc0e various tweaking and figuring on the octree. The weird hybrid dfs bfs thing they have going will be annoying to do in one pass. Might defer it out to two passes. First building the octree, second culling and passing the octree to the gpu MitchellHansen 2016-12-13 15:29:28 -0800
  • 51a08fc0bb Various tweaks and modifications Some preliminary testing of map MitchellHansen 2016-12-10 01:12:30 -0800
  • c98adefa3a tweaked some groovy color effects, updated screeny. I think I might have added fog in this one too? MitchellHansen 2016-11-29 23:44:03 -0800
  • 259f6a8488 Got some geometry up and rotating. It will be pretty trivial to pass in the camera rotation now and have it follow along. MitchellHansen 2016-11-29 00:31:22 -0800
  • 5e58ade16f Modified CMake to now find and link GLEW 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 MitchellHansen 2016-11-28 22:00:55 -0800
  • 95ac8d4e5c Update README.md Mitchell 2016-11-28 15:31:38 -0800
  • 0a8ecbe2f2 Update README.md Mitchell 2016-11-28 15:27:45 -0800