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f926dbb
Now it can load the triangle! Doesn't draw, of course.
Oct 24, 2013
e55c7b0
Now we pass the view and projection matrices to the vertex shader
Oct 24, 2013
3bd2a87
Vertex shader code down. Now to test...
Oct 24, 2013
4b61f3d
Well, the transform doesn't crash... but I don't think it's spitting out
Oct 24, 2013
72d3409
Changed the camera position so that the triangle draws in the orienta…
Oct 24, 2013
6673476
Well, now I think primitive assembly works for one triangle.
Oct 24, 2013
d731de2
The primitive assembly appears to work, for one triangle.
Oct 24, 2013
9183057
Added rasterization TODO
Oct 24, 2013
b6b44e2
Now we transformed the triangle into Window NDC (between 0 and 1). No…
Oct 26, 2013
d8830fc
Now we have transformed the vertices into screen space, as opposed to…
Oct 26, 2013
74edce8
Well, I added a new function, writePointInTriangle, which will be needed
Oct 27, 2013
cb397e5
Wrote a rasterizeLine function. Hopefully now we can actually draw the
Oct 27, 2013
10a84bd
Well, it draws something... it appears as if one of the lines of the
Oct 27, 2013
7250708
It appears that we can draw the outline of ONE triangle correctly. I …
Oct 27, 2013
4feccad
Fixed bug where it was flipped in the y-direction. For some reason th…
Oct 27, 2013
9d416f5
Now the triangle outline draws more or less correctly. There is some
Oct 27, 2013
49277a3
NOW WE HAVE SPINNING TRIANGLE! ZOMG!!!
Oct 27, 2013
82859da
Now we are using sm_20 in release mode, since the defualt was sm_10.
Oct 27, 2013
9cddbb2
ZOMG we have a rotating cube!!! ZOMG!!!
Oct 27, 2013
1025ced
Got a spinning cow with basic camera controls. But, I don't think tha…
Oct 27, 2013
66f4488
ALLRIGHT! COW is working WITH PERPSECTIVE DIVIDE!
Oct 27, 2013
0e0347c
Last commit before we do something crazy with the z-depth test
Oct 27, 2013
693287e
Fixed bug where we were indexing less than zero for some weird reason
Oct 28, 2013
d92645b
Initialized our tmp_zbuffer...
Oct 28, 2013
06af3bc
Got the depth test to work without crashing horrifically. Now to impl…
Oct 28, 2013
769b482
Updated README with credits.
Oct 28, 2013
e29a508
Now I replaced third-party code with my own.
Oct 28, 2013
686062a
Fixed a type issue in my fatomicMax
Oct 28, 2013
9184de6
Added sort of vertices
Oct 28, 2013
8937aad
Horizontal line rasterization: COMPLETE!
Oct 28, 2013
0865359
Added horizontal line draw test. It works!
Oct 28, 2013
85f3ecc
None of the horizontal lines rasterize, for whatever reason
Oct 28, 2013
cf1ae2a
We have a solid triangle. Something's a little off though...
Oct 28, 2013
ef2117d
Now each fragment points to a triangle index.
Oct 28, 2013
b746cf5
Got the triangle index written!
Oct 28, 2013
81b39af
Well, now the filled triangle lines up with the not-filled one.
Oct 28, 2013
b446a61
Well, drawing a cube.. sorta works?
Oct 28, 2013
54f045c
Well looks like the problem is with how we rasterize the "bottom" par…
Oct 28, 2013
4c797a3
SOLID CUBE WORKS!
Oct 28, 2013
fc15cfb
Depth test working on triangle!
Oct 28, 2013
8f24725
Basic depth test working with cube!
Oct 28, 2013
f03cd9c
Nice depth pass working with the cube... except for some bugs due to
Oct 28, 2013
af7db91
Got reasonable depth pass working with cow... but wat's up with all the
Oct 28, 2013
1a785b5
Backface culling on cube looks okay
Oct 29, 2013
814e464
Tried to fix edge cases. It's not much better...
Oct 29, 2013
37fd2f5
Much less holes, but lots of places that are over-rastered.
Oct 29, 2013
b8b2638
ALLRIGHT! STUPID ARTIFACTS GONE!
Oct 29, 2013
18e6115
Added a normal...
Oct 29, 2013
2b4560c
We have something that looks like Lambert shading but I don't think the
Oct 29, 2013
7f6e918
Added an orig_vbo...
Oct 29, 2013
6142ebb
Added orig_vbo
Oct 29, 2013
16d8879
Added model space vertices!
Oct 29, 2013
83ffa39
Got cow with normals working.
Oct 29, 2013
f785143
Lambert shading actually works now (for now its flat shading)
Oct 29, 2013
960bbca
Got the radar scope effect going
Oct 29, 2013
b09059b
Now I can load the smoothed cow... the reason why the other one didn't
Oct 29, 2013
425d6e4
Added an nbo, removed the temporrary z-buffer
Oct 29, 2013
0d00142
Normals are now in model space.
Oct 29, 2013
c4c6402
Added normals to primitives
Oct 29, 2013
de11a62
Nice smooth cow is working. But weird artifacts are weird!
Oct 29, 2013
21251e8
Got rid of the worst artifacts. There's still a little jittering...
Oct 30, 2013
388c508
ZOMG ARTIFACTS ARE GONE. ALL BECAUSE OF THE GOOD OLD NYQUIST LIMIT!!!
Oct 30, 2013
4d8a429
Well, added a fragmentArray struct...
Oct 31, 2013
c9a5e3b
Now we have wireframe-on-shaded!
Oct 31, 2013
7a900d1
Cleaned up line drawing a little bit. Added a white background.
Oct 31, 2013
a6ace8c
Now we can toggle lines on and off. YAY!
Oct 31, 2013
d69bdfc
Added bunny, cause it works. Also, added my 90 degree deforming bar
Oct 31, 2013
0053105
Added mah own colors file.
Oct 31, 2013
d5288bc
Added colorReader functionality. Still have to test it.
Nov 1, 2013
0120dee
Looks like we read in the colors without crashing now. Good!
Nov 1, 2013
552b587
Visualization of rotation field: GREAT SUCCESS!!
Nov 1, 2013
1dc9d66
Now we can get flat colors per face... time to interpolate colors, then
Nov 1, 2013
0c3e5b4
Got color interpolation without shading working. Now it's time to be …
Nov 1, 2013
4fd6337
Things look good for the bar. They don't look so good for the cow any…
Nov 1, 2013
d818212
Toggling shading, rotation draw, and normals-as-colors with the keyboard
Nov 1, 2013
776caac
Added framebuffer writes buffer...
Nov 1, 2013
f8b7877
Now we can toggle between color interpolation and color averaging.
Nov 1, 2013
58c6224
We should be correctly incrementing the atomicadd thing now.
Nov 1, 2013
f96a60b
Got the yellow to work. Now I just have to toggle it...
Nov 1, 2013
ed90c8d
Added toggle between large sample size and small sample size.
Nov 1, 2013
2c2b98b
Toggling "check write count" actually works now.
Nov 1, 2013
b0349c4
Now we can toggle backface culling on and off!
Nov 1, 2013
ea4290c
Last commit before we attempt to add antialiasing.
Nov 1, 2013
f950921
Added basic building blocks for interactive camera.
Nov 1, 2013
fdb22f5
Interactive camera, done. Controls seem... inverted though
Nov 1, 2013
0cf705d
Re-inverted the camera (or un-inverted it, depending on your
Nov 1, 2013
c0e826d
1984 mode, partially done
Nov 1, 2013
df5b610
updated readme
Nov 1, 2013
a97a91a
Added some screenshots. Started README update.
Nov 6, 2013
b73d56d
Added better README
Nov 6, 2013
ec1654c
Added picture
Nov 6, 2013
10d47d9
Added caption
Nov 6, 2013
d5eee9b
Added a GIF!
Nov 6, 2013
0c02c7e
Added culling OFF gif
Nov 6, 2013
d61d73a
Added performance chart.
Nov 6, 2013
6f1ba0d
Reordered text
Nov 6, 2013
517be30
Un-reordered text
Nov 6, 2013
f41fefa
Added stuff
Nov 6, 2013
60af839
Lolo
Nov 6, 2013
cfac2c1
Added rotation field visualization.
Nov 6, 2013
782e0a5
Added overlap comparsion
Nov 6, 2013
67e0b08
Added link to blog.
Nov 6, 2013
cbaefea
Updated README (again)
Nov 6, 2013
12cd908
Updated... again
Nov 6, 2013
05e10ee
Got shading working.
Nov 6, 2013
909b3ea
Added more description to readme.
Nov 6, 2013
5a07d8c
Added more helpful description to my deforming bar pictures
Nov 6, 2013
bf43ed6
More tweaking to captions
Nov 6, 2013
8616609
Update README.md
n8xm Feb 7, 2018
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4 changes: 4 additions & 0 deletions PROJ4_WIN/565Rasterizer/565Rasterizer.vcxproj
Original file line number Diff line number Diff line change
Expand Up @@ -11,6 +11,7 @@
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\colorReader.h" />
<ClInclude Include="..\..\src\cudaMat4.h" />
<ClInclude Include="..\..\src\glslUtility.h" />
<ClInclude Include="..\..\src\main.h" />
Expand All @@ -21,6 +22,7 @@
<ClInclude Include="..\..\src\utilities.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\colorReader.cpp" />
<ClCompile Include="..\..\src\glslUtility.cpp" />
<ClCompile Include="..\..\src\main.cpp" />
<ClCompile Include="..\..\src\ObjCore\obj.cpp" />
Expand Down Expand Up @@ -84,6 +86,7 @@
<CudaCompile>
<CompileOut>$(ProjectDir)$(Platform)/$(Configuration)/%(Filename)%(Extension).obj</CompileOut>
<Include>C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.5\include;C:\ProgramData\NVIDIA Corporation\CUDA Samples\v5.5\common\inc;../shared/glew/include;../shared/freeglut/include;%(AdditionalIncludeDirectories)</Include>
<CodeGeneration>compute_20,sm_20</CodeGeneration>
</CudaCompile>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
Expand All @@ -109,6 +112,7 @@
<CudaCompile>
<CompileOut>$(ProjectDir)$(Platform)/$(Configuration)/%(Filename)%(Extension).obj</CompileOut>
<Include>C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v5.5\include;C:\ProgramData\NVIDIA Corporation\CUDA Samples\v5.5\common\inc;../shared/glew/include;../shared/freeglut/include;%(AdditionalIncludeDirectories)</Include>
<CodeGeneration>compute_20,sm_20</CodeGeneration>
</CudaCompile>
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
Expand Down
6 changes: 6 additions & 0 deletions PROJ4_WIN/565Rasterizer/565Rasterizer.vcxproj.filters
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,9 @@
<ClInclude Include="..\..\src\utilities.h">
<Filter>headers</Filter>
</ClInclude>
<ClInclude Include="..\..\src\colorReader.h">
<Filter>headers</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\..\src\ObjCore\obj.cpp">
Expand All @@ -42,6 +45,9 @@
<ClCompile Include="..\..\src\main.cpp">
<Filter>source</Filter>
</ClCompile>
<ClCompile Include="..\..\src\colorReader.cpp">
<Filter>source</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<Filter Include="ObjCore">
Expand Down
277 changes: 145 additions & 132 deletions PROJ4_WIN/src/rasterizeKernels.cu.deps

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239 changes: 53 additions & 186 deletions README.md

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6 changes: 6 additions & 0 deletions objs/bar_130.mtl
Original file line number Diff line number Diff line change
@@ -0,0 +1,6 @@
newmtl initialShadingGroup
illum 4
Kd 0.50 0.50 0.50
Ka 0.00 0.00 0.00
Tf 1.00 1.00 1.00
Ni 1.00
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