Commit Graph

  • 875ce0be38 Update README.md Mitchell 2016-11-25 21:57:53 -0800
  • 123595906b modified: README.md MitchellHansen 2016-11-04 23:39:26 -0700
  • a4eebc0354 modified: README.md MitchellHansen 2016-11-04 23:38:10 -0700
  • 3817662b65 Changed Y -> color change Added new screenshot MitchellHansen 2016-11-04 23:36:57 -0700
  • 8c1f18ac70 Software raycasting now works, but has some major problems / is extremely slow. Perhaps it will only be useful in debugging the kernel via emulation MitchellHansen 2016-11-04 23:11:24 -0700
  • b2988f0e13 Would help if I added the files MitchellHansen 2016-11-04 04:18:34 -0700
  • 5f24a4cf3f A good portion of the fallback software caster is done. Need to test, add global lighting, add switch MitchellHansen 2016-11-04 04:16:03 -0700
  • d1bd4ce667 The new rendering method now works on the full compat case. Added a kernel to help test opencl data passing renamed the kernels, buffers, etc. MitchellHansen 2016-11-04 03:28:23 -0700
  • 5528e03c69 Saving minor tweaks MitchellHansen 2016-11-02 15:58:15 -0700
  • 518cc757a3 Lots of work done moving the various raycasting implementations over to a consolidated RayCaster class. MitchellHansen 2016-11-02 00:09:32 -0700
  • 45627e6a85 Whoops, forgot to save the files, same commit as before MitchellHansen 2016-10-29 23:56:50 -0700
  • 51093beaca Starting to condense the rendering and switching between the different methods MitchellHansen 2016-10-29 23:55:58 -0700
  • ef4c001bf2 Bug in the current crimson drivers (16.10.3) which incurs a 500kb per cycle memory leak when using printf statements inside cl kernels MitchellHansen 2016-10-29 18:49:43 -0700
  • 561c07c602 Turned off experimental phong lighting in the kernel fixed all compiler errors thrown by MSVC Switched experimental octree map back to the old map Refactored old map system, prettied it up MitchellHansen 2016-10-29 00:42:49 -0700
  • 391dc63ec8 Bit of fiddling around while refractoring MitchellHansen 2016-10-25 19:18:50 -0700
  • c734614e5f cleaned up an unused file, added check for sharing MitchellHansen 2016-10-10 23:14:45 -0700
  • de2f0ad6a1 In the middle of a couple of things right now, but decided to focus a little bit less on the lighting and start laying groundwork for the SVO The map section was in real need of some love so I deleted a bunch of stuff and started prototyping the pointer arithmetic that I need to do MitchellHansen 2016-10-06 23:25:31 -0700
  • 4c31cfaf48 remove some debug to make it clearer where I left off MitchellHansen 2016-10-03 00:13:45 -0700
  • 1c750451f3 Added a 1/4 working phong shading function, breaks when the light direction in in negative values. The normals of voxels also are symmetrical which needs to be fixed. MitchellHansen 2016-10-02 23:42:13 -0700
  • ed56511eab Merge branch 'master' of https://github.com/mitchellhansen/voxel-raycaster MitchellHansen 2016-10-02 13:08:45 -0700
  • 0b3557cd5e Tweaked indexing, there is a discrepancy at z_max values that I need to sort out. Added some 2d optimization functions for fun, currently doing a class involving them MitchellHansen 2016-10-01 23:01:52 -0700
  • 5421e6a183 Update README.md Mitchell 2016-09-23 21:38:26 -0700
  • 582e37f540 added small example video MitchellHansen 2016-09-23 21:36:10 -0700
  • 1620f40d02 Fixed the camera movement so it now take into account sub-voxel movement Also fixed the distortion around the XY axes MitchellHansen 2016-09-23 14:08:01 -0700
  • fe0fbc04e1 little edit to get rid of some cl boilerplate MitchellHansen 2016-09-22 22:18:30 -0700
  • e13280bb07 added relative camera controls, now handles like an actual fly cam. MitchellHansen 2016-09-22 21:48:38 -0700
  • 92aee8c4ca Would help if I actually added the files 2016-09-19 03:01:47 -0700
  • fecf8dd8ee Reveting to an older build. Something on the mac build stopped my card from running it. Added camera class Added a create_buffer method Cleaned up much of the main function Added Vector4 class, ported from sf::Vector3 Various other edits 2016-09-19 02:59:33 -0700
  • 3220a03677 Redid the colors, added a few comments mitchellhansen 2016-09-05 22:17:52 -0700
  • 10bc771807 MBP was having problems with out of bounds memory operations with the way the cam dir was handled. sf::vector3f -> float3 and while accessign the Zth element. I'm assuming it was because of some weird backend stuff regarding that gentypeOdds are actually gentypeOdds + 1. Converted write_imagef's to write_imageui's though I don't think that really helps anything. Fixed the bottom half of the screen getting cut off. View matrix import error. Fixed problem the MBP had with negative values during device init, that was a weird one. mitchellhansen 2016-09-05 22:01:07 -0700
  • 4e96985104 added lighting, stole a terrain generator and ported it. MitchellHansen 2016-09-05 15:35:46 -0700
  • e1080baab0 opencl has no rand, SO rand method to make fog a little better MitchellHansen 2016-09-05 00:24:26 -0700
  • 6f5d2b2f6f Changed to non branching algo, sped up a good 30-50 ms at the current max ray dist. Also changed bounds checking a little, not sure if it's faster MitchellHansen 2016-09-04 23:59:39 -0700
  • 160756186d mouse and camera movement work, stress testing. Can actually handle an impressive amount of resolution and voxel space for 0 optimization! MitchellHansen 2016-09-03 21:13:03 -0700
  • f487895f9f that was a pain. Got it working on windows again. MSVC was being really picky about a few errors. Good thing though, I'm not really sure why clang + osx let me be that lax with memory MitchellHansen 2016-09-03 19:23:50 -0700
  • 9c99f9edd0 some tweaks, switching to windows for the weekend mitchellhansen 2016-09-03 17:46:48 -0700
  • cf607382a9 WORKING! Awesome! It now casts fully inside the gpu, context is then switched to gl and then rendered via sfml. It has no loop, no controls, and the aspect ratio is off, but holy hell it works! mitchellhansen 2016-09-01 22:45:48 -0700
  • c565d0facc Refactored the cl init stuff, added the rest of the image handling in. The test kernel now draws a few pixels to the screen. Pretty much set up nowto start writing the raycaster mitchellhansen 2016-09-01 21:35:08 -0700
  • a7234675cb Continuing on adding argument handling. Added a small sample texture and sprite which can be handed over to either gl or cl and then handed back. It can then be rendered. Changed to just an array of floats for the view matrix mitchellhansen 2016-08-31 21:47:56 -0700
  • 11146a6551 Getting things passed over to cl. No vector4 datatype in sfml, and cl only passes by even numbers of vectors. Update to 2.4? or make my own sf::Vector4? mitchellhansen 2016-08-30 20:43:35 -0700
  • 0b9010b007 little tweaks, tomorrow/this week will hook up the arguments and data loading mitchellhansen 2016-08-29 21:31:04 -0700
  • 5d9d3c4f4d Ah, I'm a dummy. Forgot to initialize the command queue! No wonder why it was invalid... mitchellhansen 2016-08-29 20:29:56 -0700
  • c3902c2f6e Added args and buffer handling, but now clEnqueueNDRangeKernel is failing 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 mitchellhansen 2016-08-29 18:51:46 -0700
  • 0c70c24a52 Switched names, thinking about how to do kernel args, and buffers. 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 mitchellhansen 2016-08-28 22:40:29 -0700
  • 5dea2494a0 Large amount done. OpenCL is almost completely abstracted out to the class 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. mitchellhansen 2016-08-15 00:07:30 -0700
  • ce2623f302 cl wrapper, clapper, hah MitchellHansen 2016-08-14 16:51:31 -0700
  • 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 MitchellHansen 2016-08-14 00:03:44 -0700
  • 3c9b39f682 added the final kernel create function, moved around includes Next on the plate is either, abstract the cl routine, or begin digging into creating the kernel mitchellhansen 2016-08-11 21:48:37 -0700
  • d2b79ceec3 Added a compilation routine, probably will abstract all this out into 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 mitchellhansen 2016-08-11 21:39:06 -0700
  • 49817f94b7 Had a linking problem in the CMakeLists, fixed. 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 mitchellhansen 2016-08-11 20:25:43 -0700
  • bc093ef4e4 Cleaned up the cmake file. Imports SFML, CL, and GL now. 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 mitchellhansen 2016-08-09 18:31:02 -0700
  • 98be74d0f4 Merge branch 'master' of https://github.com/mitchellhansen/voxel-raycaster mitchellhansen 2016-08-08 22:35:45 -0700
  • 8f809f5f70 Starting on OpenCL, got cmake to link it correctly, and started on a minimal example mitchellhansen 2016-08-08 22:33:47 -0700
  • c26b765a8f Update README.md Mitchell 2016-08-08 21:37:33 -0700
  • d38537a0a6 Delete vcs.xml Mitchell 2016-08-08 21:37:05 -0700
  • bf45af9bab Added the SFML vector class. Need to extend it to have 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 mitchellhansen 2016-08-08 15:39:36 -0700
  • c5858bca3e implimented my curses doodad to show that 3d works in ascii too. Added camera movement with the mouse, but I need to change how it works MitchellHansen 2016-08-06 11:08:05 -0700
  • c431d7452a Lighting, testing voxel generation mitchellhansen 2016-08-06 00:50:48 -0700
  • 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 mitchellhansen 2016-08-03 22:29:31 -0700
  • 7829316625 Delete CMakeCXXCompilerId.cpp Mitchell 2016-08-03 16:36:11 -0700
  • 5c55dcf72d Update README.md Mitchell 2016-08-02 23:21:28 -0700
  • 2b7dceee1b Moved the view plane calc to the constructor, cleaned up old code. Added / removed relevant comments mitchellhansen 2016-08-02 22:40:55 -0700
  • 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 mitchellhansen 2016-08-02 22:26:56 -0700
  • d609ed695a Going to need to get rid of the spherical camera mitchellhansen 2016-08-01 23:32:25 -0700
  • c3be6e2240 Alright, that little change fixed some of the negative coord problems, still have some really weird warping though. mitchellhansen 2016-08-01 20:29:11 -0700
  • eb889f9937 added header to play nice with macos MitchellHansen 2016-07-31 17:13:16 -0700
  • 3deb3a2b08 alright, tried a different method of assigning voxel step directions and I think it's working. The 3 negative walls are still very flat, and the lower XYZ numbers still distort the viewport MitchellHansen 2016-07-31 17:00:18 -0700
  • f1c84c85b5 So it's rendering pretty much perfectly in the XYZ+ range but things break down when I start hitting negative values. I have a feeling this is going to be a lot of trial and error. Oh well MitchellHansen 2016-07-31 16:31:26 -0700
  • 0b8cd9a194 things are casting now and sfml is rendering the way I want it to. 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 MitchellHansen 2016-07-31 13:52:22 -0700
  • 1553b5da2c remove a cmake file, add gitignore for the cmake files MitchellHansen 2016-07-31 01:06:23 -0700
  • 2b46bef923 Basic render loop is taking shape. Digging back into the raycasting will be slightly annoying MitchellHansen 2016-07-31 01:01:01 -0700
  • 37ef472f61 More work done on the ray MitchellHansen 2016-07-31 00:01:50 -0700
  • 4432c0338b added the map, switched branches MitchellHansen 2016-07-30 23:05:59 -0700
  • 624d2771ac Don't know what is in this one Mitchell Hansen 2016-07-30 20:32:15 -0700
  • 45343a2e97 Delete .DS_Store Mitchell 2016-07-21 13:48:41 -0700
  • 371eb22cae Delete .DS_Store Mitchell 2016-07-21 13:48:31 -0700
  • 797738206d Added a simple FPS counter and a place for assets Mitchell Hansen 2016-07-20 23:09:01 -0700
  • f6574d8bdc Stole a .gitignore from SO Mitchell Hansen 2016-07-20 22:22:37 -0700
  • 07885a2b86 Ported over the 'fix your timestep' game loop with the nifty C++11 chrono stuff Mitchell Hansen 2016-07-20 22:17:19 -0700
  • 030dbc5997 Create README.md Mitchell 2016-07-17 22:11:15 -0700
  • 921c5b3266 Added root question for CMake on windows Mitchell Hansen 2016-07-17 21:29:31 -0700
  • 12a33740f9 init Mitchell Hansen 2016-07-17 20:41:38 -0700