2421f7bdceHaving 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
b493d56f7aRemoved some extra headers in util, restricted the scope of some others
MitchellHansen
2017-03-23 00:45:13 -0700
7c534500f6Cut 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
2ad7383406Added a struct to pass away from get_voxel
MitchellHansen
2017-03-22 23:24:43 -0700
e45df185f7Cleaned 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
d1b9ecd3e5Octree traversal now works perfectly, edge cases worked out
MitchellHansen
2017-03-22 00:55:10 -0700
30959128e4Hunting down some bugs and verfiying correct oct-tree traversal, not quite there yet but close
MitchellHansen
2017-03-21 22:05:23 -0700
5e222a0331Added new demo, tweaked some values to produce better lighting
MitchellHansen
2017-03-20 22:22:53 -0700
0d82cd5a20Finally moved screenshots and runtime compilation to GUI elements
MitchellHansen
2017-03-19 23:08:16 -0700
7e5d4ef94710 FPS average increase from changing global work size to 2D
MitchellHansen
2017-03-19 00:42:54 -0700
ec65ef7741Added 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
6a3eaa04f7Added color to lights, added a gui slider to control the single light color
MitchellHansen
2017-03-18 20:08:38 -0700
50c6d68944Switched Utils name back. Converted the current debug text over to ImGui.
MitchellHansen
2017-03-17 00:09:48 -0700
15fb922c27Had 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
394c9821fcadded imgui to the app
MitchellHansen
2017-03-16 22:48:55 -0700
f36b7ebb21Added macOS compatability again
System Administrator
2017-03-07 10:20:39 -0800
0a457f50a6A 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
04a68c1decFixed a small bug regarding to AMD vs Intel OpenCL implementations
MitchellHansen
2017-03-02 20:50:30 -0800
b0188909a3added the bitset idx tracking
MitchellHansen
2017-02-24 21:07:04 -0800
043eeecb80Initial traversal of the heirarchy
MitchellHansen
2017-02-22 18:36:14 -0800
0c9ef2ae6aIt 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?MitchellHansen2017-02-20 22:49:41 -0800
6534e3303bOne more file
MitchellHansen
2017-02-19 21:10:19 -0800
0f786b8647still puzzling over how to do the voxel traversal
MitchellHansen
2017-02-19 21:09:56 -0800
91e9de347eIt'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
ab1fcb9678Hooked up the phone controller to the light and added a demo video at 1440x900
MitchellHansen
2017-02-12 23:04:08 -0800
e364c5380dLights 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
6e0d5814e1Added 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
bfb6d922a3Working 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
0047db0a65Not 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
afa6ce463aWhoops, forgot to remove the old stuff
MitchellHansen
2017-02-08 01:30:10 -0800
eb54125a64Added a function which creates VS filters that match the directory structure.
MitchellHansen
2017-02-08 01:29:30 -0800
3571bdcd61Fixed all the compiler warnings, fixed depreciated screenshot functionMitchellHansen2017-02-06 03:47:43 -0800
88e69721e1Fixed the linux build, added C++14 flag for std::make_uniqueMitchellHansen2017-02-06 03:02:47 -0800
fa047f9e3aWrestling with the compiler to pass these shared_ptr's
MitchellHansen
2017-02-04 22:34:09 -0800
a01b089d12Still wrestling with a good way to hide the packing
MitchellHansen
2017-02-03 18:06:29 -0800
effed8a2bfWorking more on the lights. Trying to get around the packing requirements for passing data to CL
MitchellHansen
2017-02-03 17:09:44 -0800
3f0a99a435getting started on the lights
MitchellHansen
2017-02-02 22:37:27 -0800
03a7ee43fdworking on a little maze generator for the demo
MitchellHansen
2017-01-24 23:35:41 -0800
a69f7258f4Netork 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
26bc8bff70Hah! I got it working!
MitchellHansen
2017-01-19 21:00:15 -0800
1a66c1dad0fixed the hitchy lighting
MitchellHansen
2017-01-19 14:47:06 -0800
73026bc65dVery very close to pixel perfect shadows. Having some of that axis switch malarchy slowing things down
MitchellHansen
2017-01-18 22:06:33 -0800
a812fba43cTrying 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
3d3d80025cI guess it's case sensitive?
Mitchell
2017-01-16 02:33:22 -0800
abec38e7c7Finally found the root of that off by one error. Changed up the readme.
MitchellHansen
2017-01-16 02:31:51 -0800
cc7a4a2efbShadows 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
9a12fba310Working with the Blin-Phong lighting. Fixed the symmetry between the normals. Starting working on shadows
MitchellHansen
2017-01-15 22:48:37 -0800
129e475b15Fixed the way lights were linked to opencl, did some tweaking of the phong lighting.
MitchellHansen
2017-01-15 13:17:33 -0800
7d7ed5367cFixed the held keys, now occasionally a key will stick though
MitchellHansen
2017-01-14 15:40:23 -0800
10e3ba43faEvents are now passing correctly, small bug with held keys that needs fixing
MitchellHansen
2017-01-14 15:15:59 -0800
0e1e9af37cMore work on the event system, sf::Events are completely wrapped now.
MitchellHansen
2017-01-14 13:49:56 -0800
3c91614f45Working on a messaging system for sf events
MitchellHansen
2017-01-10 08:46:12 -0800
475a879b51Why the off by one on voxel.y? lolololol
MitchellHansen
2017-01-01 17:42:25 -0800
f8be952a9bFixed 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
bb9fab6305Added 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
58867415c7Fixed bug regarding the top octree level
MitchellHansen
2016-12-19 06:43:02 -0800
8a9237ce50Added some debug functions
MitchellHansen
2016-12-18 17:19:16 -0800
97545e6cecWas shiting a 64 bit value with a 32, msvc is smart
MitchellHansen
2016-12-18 01:25:48 -0800
b3e3fef2e3Tree building getting better, children are now being checked and culled
MitchellHansen
2016-12-16 02:12:21 -0800
c6ac333232A 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
b844744a97Whoops, forgot to saven
MitchellHansen
2016-12-13 17:34:40 -0800
bb0852cc0evarious 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
51a08fc0bbVarious tweaks and modifications Some preliminary testing of map
MitchellHansen
2016-12-10 01:12:30 -0800
c98adefa3atweaked 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
259f6a8488Got 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
5e58ade16fModified 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