Last two nights were all about Octree, however this morning last bug has been hunted down.
Now I need to write a structure of report, good luck me 😐
Tag: 3D
Editable Grid.. yay!
Finally, my grid is editable now.
We can edit or remove current blocks – adding new ones will be introduced after optimisation stage.
Current version supports 4 standard blocks (Blue, Green, Yellow, Brown) and 1 point light (Blue with circle in the middle).
In this iteration of “boxel engine” regenerateBuffers method updates nearest block that collides with ray fired from camera POV within worldGrid 3 dimensional table, after that, buffers that contain shadow and light powers are recalculated, at the end two openGL methods are called (for each buffer):
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer[sectorID]);
glBufferSubData(GL_ARRAY_BUFFER, 0, frame_vertices[sectorID].size()*sizeof(glm::vec3), &frame_vertices[sectorID][0][0]);
first, buffer is bind, and then values are updated, starting from index 0 and then updating whole buffer.
Optimisation, that I will be introducing soon, is updating only changed values that will reduce data size.
That has to be send to graphics card.
Note:
Grid 64 recalculation takes a while :S
Metrics will be added soon.
100 will be about: Shadows and some point Light(s)
Shadow value for each cube is stored in separate grid, values are sent to shader and then output is altered. It all depends on value.
The value is calculated based on number of obstacles on the way between light and current cube.
Below you can find some metrics:
Earlier I have introduced point light to engine, there is example of one point light – shown below.
Below 510 point lights on 64x64x64 cubes grid.
And its metrics..
Metrics for grid of 32x32x32 cubes, below:
Why the results for point lights are almost the same?
All the calculations are precomputed on CPU so we are dealing with fixed buffer of light values – which is fair enough, however I need to optimise loading process so it will allow to add lights in real time.
Next step, editable terrain..
Directional Light performance impact on the scene
Very simple calculation of directional light had noticeable impact on the performance, table below shows it:
and yeah, SW:TOR is pretty Ok but nothing can win with “coding hunger”.
Introduction to graphics programming submitted.
some screen shots from assembly instruction project, n-Gine saved me again.. above result of the work from one night..
Graphics Programming wee update
some progress of Graphics Programming coursework – pause screen and rotation. At the moment buffer of vertices is regenerated each frame – need to switch to DYNAMIC_DRAW.
Graphics Programming – small progress
Today I have managed to spend few minutes on Graphics Programming Coursework.. effect? SkyBox and clean code of n-Gine.
Next step.. animations.