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
0982101ec7
OpenCL is working now
2022-11-23 11:55:40 -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
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
8961919bcc
Working on triangle BVH
2022-11-17 00:37:33 -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
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
3ede43d3e0
Remove GLM
2022-11-13 02:15:12 -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
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