Commit Graph

20 Commits

Author SHA1 Message Date
Aaron Fenyes
49655a8d62 Ray-caster: remove debug code
Remove GPU code and uniforms that were used as scaffolding during
initial development, but have now been replaced by CPU analogues.
2024-09-14 10:58:46 -07:00
Aaron Fenyes
b289d2d4c3 Distinguish odd layer counts in debug mode
The low-curvature construction admits odd layer counts.
2024-09-08 23:31:48 -07:00
Aaron Fenyes
163361184b Ray-caster: avoid roundoff error in quadratic equation 2024-09-08 23:00:28 -07:00
Aaron Fenyes
a4236a34df Ray-caster: dim the interior layers of spheres
This seems to weaken the intersection disk illusion.
2024-09-02 15:15:18 -07:00
Aaron Fenyes
f148552964 Ray-caster: only draw the top few fragments
This seems to increase graphics pipe use from 50--60% to 55--65%.
2024-08-29 15:01:38 -07:00
Aaron Fenyes
6db9f5be6c Enlarge the test construction to six spheres
In debug mode, assign most of the color scale to even layer counts. Odd
layer counts are topologically prohibited, so we should rarely see bugs
severe enough to produce them.
2024-08-28 17:14:55 -07:00
Aaron Fenyes
3a721a4cc8 Ray-caster: enlarge the construction data uniforms
No noticeable effect on GPU performance.
2024-08-28 16:06:33 -07:00
Aaron Fenyes
8fde202911 Ray-caster: drop unused depth-pair array
This doesn't affect GPU performance noticeably, so benchmarks before and
after the change should be comparable.
2024-08-28 15:52:19 -07:00
Aaron Fenyes
4afc82034b Ray-caster: sort fragments while shading 2024-08-28 14:37:29 -07:00
Aaron Fenyes
e80adf831d Ray-caster: correct hit detection 2024-08-28 01:59:46 -07:00
Aaron Fenyes
3d7ee98dd6 Ray-caster: check layer count
In debug mode, show the layer count instead of the shaded image. This
reveals a bug: testing whether the hit depth is NaN doesn't actually
detect sphere misses, because `sphere_cast` returns -1 rather than NaN
to indicate a miss.
2024-08-28 01:55:46 -07:00
Aaron Fenyes
f62f44b5a7 Optimization: decouple internal and uniform SPHERE_MAX 2024-08-27 00:00:48 -07:00
Aaron Fenyes
bf140efaf7 Ray-caster: remove hard-coded test construction 2024-08-26 13:51:01 -07:00
Aaron Fenyes
cbec31f5df Ray-caster: pass colors in through uniforms 2024-08-26 13:41:34 -07:00
Aaron Fenyes
85db7b9be0 Ray-caster: pass the sphere count as a uniform
In the process, start exploring array size limits of various kinds.
2024-08-26 00:58:20 -07:00
Aaron Fenyes
5bf23fa789 Ray-caster: pass spheres in through uniforms
Keep the hard-coded spheres for comparison.
2024-08-25 21:40:59 -07:00
Aaron Fenyes
206a2df480 Ray-caster: add a third test sphere
This helps confirm that the generalized depth-sorting is working.
2024-08-25 16:41:31 -07:00
Aaron Fenyes
c18cac642b Ray-caster: generalize depth sorting
Switch from a hard-coded sorting network for four fragments to an
insertion sort, which should work for any number of fragments.
2024-08-25 00:47:36 -07:00
Aaron Fenyes
8798683d25 Ray-caster: store sphere data in arrays
This is a first step toward general depth sorting.
2024-08-25 00:00:28 -07:00
Aaron Fenyes
766d56027c Ray-caster: move shaders to separate files
This properly reflects the modularity of the code, and it simplifies
indentation and syntax highlighting.
2024-08-24 11:27:19 -07:00