Brett
c91c62faad
Final Version
2022-12-13 17:36:01 -05:00
Brett
213ad18210
comments
2022-12-13 01:33:31 -05:00
Brett
0a82024f3e
Many changes to the way objects are handled.
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Random Seed is now a constexpr variable in the std.h file
objects are generated randomly using the seed at runtime.
gave up on opencl.
2022-12-12 15:47:56 -05:00
Brett
8f55948344
OpenCL works morish
2022-12-12 02:07:59 -05:00
Brett
4bfff448de
OpenCL works
2022-12-10 14:25:09 -05:00
Brett
50714bfe52
Memory Conversion
2022-12-03 11:54:34 -05:00
Brett
373134a255
Document the OpenCL class
2022-12-03 00:39:12 -05:00
Brett
5b65167bd7
Added OpenMPI Support
2022-12-02 23:32:18 -05:00
Brett
0982101ec7
OpenCL is working now
2022-11-23 11:55:40 -05:00
Brett
74967c11b6
Bin packing
2022-11-22 00:26:23 -05:00
Brett
d4a9d729a0
Fixed issues with textures. Now completely working.
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Also fixed bug with segfaulting on exit
2022-11-21 13:39:01 -05:00
Brett
cf75e66684
Texture issue is on UV generation but debug color pre clamp implies it's correct but not scaled?
2022-11-21 00:57:00 -05:00
Brett
763d57327f
Added texture support. Currently broken.
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There is something very wrong somewhere. More testing is needed.
2022-11-21 00:47:12 -05:00
Brett
410e9c29b0
OpenCL object
2022-11-20 17:32:53 -05:00
Brett
6133c698e3
Cleaned up shader compiler
2022-11-20 13:17:10 -05:00
Brett
5308cacd23
Added the ability to recusively load shader files
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include statements are the only form of file chaining supported.
define statements can now be replaced at load time with global variable.
2022-11-20 13:07:45 -05:00
Brett
40ce59284c
Triangle BVH currently broken.
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Working on the debug ui for it but it is also broken
2022-11-19 12:54:45 -05:00
Brett
023e12073d
Slight cleanup,
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moved the raycasting itself into a function, since it shouldn't be changed and is effectively squential
2022-11-17 11:32:34 -05:00
Brett
ade76d6cd1
OpenMP
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Added basic OpenMP support to the engine
2022-11-17 11:24:49 -05:00
Brett
aefeefc550
More Code cleanup + OpenMP/MPI
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Working on adding OpenMP/MPI Support!
2022-11-17 10:52:00 -05:00
Brett
8961919bcc
Working on triangle BVH
2022-11-17 00:37:33 -05:00
Brett
205946925b
Slight Code refactor + misc changes
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Objects in debug mode now are rendered based on their vao located in the world object.
(Meaning they will update positions / be added when you change / add objects to the world).
Cleaned up code, moved model related types from types.h to models.h.
Ie triangle / face.
Added a tringualtedmodel to contain assembled triangles as to not carry around useless data
2022-11-17 00:31:26 -05:00
Brett
538edecc88
Updated Signals, now using a structure
2022-11-16 17:49:02 -05:00
Brett
7aea5ee8c4
BVH performance results in ods file
2022-11-16 17:34:17 -05:00
Brett
e72fc15007
BVH now has a source file.
2022-11-16 16:15:08 -05:00
Brett
2ea273a4a3
BVH appears to be working now
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Added multi-hit intersection.
A ray will now return all objects which it intersects with. It's slower then optimal but based on the console output
it appears to be still much faster than without a BVH. More testing is required.
2022-11-16 14:56:50 -05:00
Brett
e0569f4f29
BVH now works as first hit
2022-11-16 14:17:41 -05:00
Brett
84b5f4f57b
Correct issue in AABB algorithm
2022-11-16 13:46:07 -05:00
Brett
711ddeef17
BVH is not fixed
2022-11-15 21:51:49 -05:00
Brett
d7ef170256
BVH works now?
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AABB intersect equation was wrong. That's been fixed
Intersection algorithm has been overhauled.
TODO: Code review and cleanup
2022-11-15 20:08:31 -05:00
Brett
c881b780ff
Raytracer and Debug views now align
2022-11-15 16:23:37 -05:00
Brett
4c9e4b6787
Fixed BVH infinite recursion
2022-11-15 11:45:50 -05:00
Brett
17c7942405
Fixed AABB Sizing issue.
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Fixed is a strong word. TODO: I have solved the problem by using isEmpty to tell when it's a fresh AABB
and just returing the passed AABB as the new expanded AABB. This feels lazy and I expect it'll cause issues in the future.
Plus it isn't truely correct and the context which uses it could just use the first obj AABB since there is only 1 object
2022-11-15 00:53:21 -05:00
Brett
a28d49b132
Raytracing camera now losely follows the debug camera
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Differences in Viewport size change how the scene is rendered but the position and rotation of the camera is close enough.
2022-11-14 20:44:49 -05:00
Brett
bd34d6e6e7
Update git ignore
2022-11-13 14:16:07 -05:00
Brett
98e0efe28e
BVH Debug Working + Input Bug Fix
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Bounding Boxes are now drawn in debug mode. Some debugging is required as the box is slightly offset.
GLFW_REPEAT no longer causes keyReleased event.
2022-11-13 14:13:14 -05:00
Brett
57ede806b0
Cleaned up profiler storage, removed issue with double free.
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Profilers are no longer required to be manually deleted. Swtiched to smart pointers for this one.
2022-11-13 13:10:58 -05:00
Brett
7a09800c40
BVH Cleanup / Changes.
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Working on fixing issues with the BVH implementation.
Commiting a working changes version. Code has been cleaned up considerably.
A proper code review is nessacary in the near future.
2022-11-13 13:03:48 -05:00
Brett
9e533a86f6
Add ability to generate cube with the radius of individual axis.
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VAO now takes in that generated cube alongside triangles.
2022-11-13 03:00:30 -05:00
Brett
b486bd375f
Fixed Issue with normals not loading
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Forgot to add attribute 2 (which stores the normal) as enabled for vaos with normals
2022-11-13 02:25:40 -05:00
Brett
3ede43d3e0
Remove GLM
2022-11-13 02:15:12 -05:00
Brett
d829b54cc0
Fixed View Matrix. Added input management. Debug view is now viewable.
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Input management is not setup for X11, only GLFW.
Debug view still needs normals for basic lighting
GLM will be removed in the next commit
2022-11-13 02:00:27 -05:00
Brett
5e520e3849
Trying to fix the BVH. Investigate the depth check, seems like something is wrong with it.
2022-11-10 10:49:59 -05:00
Brett
926f6d1391
Fixed issue with GUI-less compliation failing
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FIXME: Make class for all the GUI stuff so that way the main.cpp can be cleaned up
and less bugs like this occur.
2022-11-07 17:04:39 -05:00
Brett
1c11a1f9d9
Fixed issue with the projection matrix. View matrix is still a little iffy
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Currently it appears that the view matrix is rotating the world
and look at pos view matrix is producing incorrect results. appears as if the height is inverted.
2022-11-07 00:29:12 -05:00
Brett
d8bade25a2
Trying to fix issue with project / view matrix
2022-10-31 00:51:51 -04:00
Brett
1e8914b4a5
added ability to pause / stop / restart raytracing.
2022-10-28 15:05:08 -04:00
Brett
7b379f722d
Live renderings is now working.
2022-10-28 12:46:32 -04:00
Brett
2597a160f8
Working on fixing GL
2022-10-28 01:44:23 -04:00
Brett
3c889f2742
iterativer
2022-10-25 01:06:26 -04:00