Commit Graph

27 Commits (main)

Author SHA1 Message Date
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.
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 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 d4a9d729a0 Fixed issues with textures. Now completely working.
Also fixed bug with segfaulting on exit
2022-11-21 13:39:01 -05:00
Brett 5308cacd23 Added the ability to recusively load shader files
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.
Working on the debug ui for it but it is also broken
2022-11-19 12:54:45 -05:00
Brett 205946925b Slight Code refactor + misc changes
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 2ea273a4a3 BVH appears to be working now
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 98e0efe28e BVH Debug Working + Input Bug Fix
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.
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 3ede43d3e0 Remove GLM 2022-11-13 02:15:12 -05:00
Brett d829b54cc0 Fixed View Matrix. Added input management. Debug view is now viewable.
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 1c11a1f9d9 Fixed issue with the projection matrix. View matrix is still a little iffy
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 2597a160f8 Working on fixing GL 2022-10-28 01:44:23 -04:00
Brett 3c889f2742 iterativer 2022-10-25 01:06:26 -04:00
Brett 422e946bd0 Working on graphics 2022-10-24 00:40:31 -04:00
Brett 579511811e Working on mutlithreading, push fix for cmake 2022-10-23 23:46:12 -04:00
Brett 5dee86dbc3 cmake config and disable AVX on release 2022-10-20 18:02:48 -04:00
Brett 556d8783c4 step 3 2022-10-20 11:30:15 -04:00