cinera_handmade.network/cmuratori/hero/code/code606.hmml

102 lines
9.0 KiB
Plaintext

[video output=day606 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Debugging Grid Raycasting with Visualizations" vod_platform=youtube id=mIE2VDut6fg annotator=Miblo]
[0:01][Recap and set the stage for the day with a few words on indirect :lighting][:speech]
[2:05][Demo the old AABB ray cast :lighting][:run]
[2:56][Toggle on LIGHTING_USE_GRID and fix compile errors][:lighting]
[3:27][Demo the new, unfinished grid ray cast :lighting][:run]
[4:56][Grid ray casting: 1) Spatial partitioning][:lighting :run]
[5:35][Grid ray casting: 2) Walk table, which tells you which grid squares to sample][:lighting :run]
[5:58][Grid ray casting: 3) The ray cast routine itself][:lighting :run]
[6:25][Grid ray casting: 1a) :SIMD packing of the AABB units][:lighting :run]
[7:23][Determine to debug the spatial partitioning using visualisation, with a few words on unit testing][:"debug visualisation" :lighting :speech]
[14:08][Make GridRayCast() draw the rays from one grid location, introducing DimIndexFrom()][:"debug visualisation" :lighting]
[22:29][Introduce a version of PushDebugBox() that takes a rectangle3][:"debug visualisation"]
[23:03][Hunt the scene for the debug box][:"debug visualisation" :lighting :run]
[23:16][Change GridRayCast() to draw the rays from grid location 200][:"debug visualisation" :lighting]
[23:55][Hunt the scene for the newly located debug box][:"debug visualisation" :lighting :run]
[24:25][Try unsuccessfully to break on our PushDebugBox() call in GridRayCast(), and find an InitialGridIndex of 4677][:"debug visualisation" :lighting :run]
[25:25][Change GridRayCast() to draw the rays from grid location 4677][:"debug visualisation" :lighting]
[25:39][Break on our PushDebugBox() call in GridRayCast()][:"debug visualisation" :lighting :run]
[26:06][Note that PushDebugLine() is not thread-safe, which is fine for the grid ray caster][:lighting :research]
[27:08][Check out the debug box][:"debug visualisation" :lighting :run]
[27:55][Make GridRayCast() draw the ray origin, hit and synthetic destination locations][:"debug visualisation" :lighting]
[31:47][Check out the rays cast from our 4677 grid location, to see that we are not casting spherically][:"debug visualisation" :lighting :run]
[33:27][Scour OutputSphereINL() for bugs][:lighting :research]
[36:21][Note the area untouched by the ray cast][:"debug visualisation" :lighting :run]
[36:41][Consider there to be something wrong other than the SampleDirectionTable values][:lighting :research]
[37:08][Note the black colouration of the rays, themselves lit by the :lighting system][:"debug visualisation" :run]
[38:46][Scour FullCast() for :sampling bugs][:lighting :research]
[40:26][Fix FullCast() to stride through the SampleDirectionTable in fours][:lighting :sampling]
[40:37][Admire our more spherical ray distribution][:"debug visualisation" :lighting :run]
[41:28][Note that our rays never hit anything][:"debug visualisation" :lighting :run]
[42:05][May GridRayCast() limit the drawing of rays to those pointing upwards][:"debug visualisation" :lighting]
[43:50][Admire our upward pointing rays][:"debug visualisation" :lighting :run]
[44:22][Make GridRayCast() draw the boxes visited by our rays][:"debug visualisation" :lighting]
[45:03][See no boxes visited by our rays][:"debug visualisation" :lighting :run]
[46:03][Make GridRayCast() shrink the ray origin box][:"debug visualisation" :lighting]
[46:34][See both the origin box and the initial walk box][:"debug visualisation" :lighting :run]
[47:05][Note that GridRayCast() terminates prematurely][:lighting :research]
[47:55][Step in to GridRayCast()][:"debug visualisation" :lighting :run :threading]
[48:21][Disable multithreading of the :lighting][:threading]
[49:00][Wonder why a second thread apparently hit the RayDebugging branch][:"debug visualisation" :lighting :run :threading]
[50:09][Step through GridRayCast()][:"debug visualisation" :lighting :run :threading]
[50:44][Fix the CostMetric test in GridRayCast() to let it actually proceed through the walk][:lighting]
[51:09][Step through GridRayCast()][:"debug visualisation" :lighting :run :threading]
[51:26][Switch to -O2 and re-enable multithreading of the :lighting][:threading]
[51:49][See that the ray cast is walking through the grid in the wrong direction][:"debug visualisation" :lighting :run]
[52:48][Scour ComputeWalkTable() for a sign bug][:lighting :research]
[56:02][Fix ComputeWalkTable() to recentre the test At location within the cell as it proceeds][:lighting]
[57:29][See that the ray cast continues to walk in the wrong direction][:"debug visualisation" :lighting :run]
[57:53][Continue to scour ComputeWalkTable() for a sign bug][:lighting :research]
[59:20][Follow the WalkTable through GridRayCast()][:lighting :research]
[1:01:00][Switch to -Od and disable multithreading of the :lighting][:threading]
[1:01:58][Step in to GridRayCast() to find a WalkTableOffset of 0 for everybody][:lighting :run]
[1:03:22][Fix ComputeWalkTable() to increment the DestIndex][:lighting]
[1:03:40][:Run (or walk?) a single-threaded -Od build of the game][:lighting]
[1:03:54][Switch to -O2 and re-enable multithreading of the :lighting][:threading]
[1:04:29][Compiler feature request: Swappable optimised and debug versions of routines][:admin :language]
[1:05:30][See that the ray cast now walks in the correct general direction, but never diverges from the vertical][:"debug visualisation" :lighting :run]
[1:05:49][Fix GridRayCast() to increment the WalkTable][:lighting]
[1:06:31][Admire our nice walk table stepping][:"debug visualisation" :lighting :run]
[1:07:56][Try to limit GridRayCast() to draw only one ray][:"debug visualisation" :lighting]
[1:09:09][See our single ray][:"debug visualisation" :lighting :run]
[1:09:31][Make FullCast() pass a designated debug ray to GridRayCast()][:"debug visualisation" :lighting]
[1:13:23][See our single ray, which sadly does not hit][:"debug visualisation" :lighting :run]
[1:13:35][Make FullCast() pass different rays to GridRayCast() using trial and error][:"debug visualisation" :lighting :programming :run]
[1:16:16][Reacquaint ourselves with GenerateOctahedralLightingPattern() from hhsphere][:lighting :research]
[1:17:40][Make FullCast() pass ray 36, the central one in the map, to GridRayCast()][:"debug visualisation" :lighting :programming :run]
[1:17:49][Admire our single ray, which hits][:"debug visualisation" :lighting :run]
[1:18:31][Rerun the game to regenerate the WalkTable, and admire our ray][:"debug visualisation" :lighting :run]
[1:20:01][Try and make GridRayCast() colour the boxes differently][:"debug visualisation" :lighting]
[1:21:04][See that the boxes remain the same colour][:"debug visualisation" :lighting :run]
[1:21:12][Embark on systemically disabling the :lighting for CompileZBiasProgram()][:"debug visualisation" :hardware :lighting :research]
[1:22:15][Demo the unlit debug :UI][:hardware :lighting :run]
[1:22:28][Make CompileZBiasProgram() use a passed in Emission value to apply :lighting to the texture, augmenting opengl_program_common with a VertEmission][:"data structure" :"debug visualisation" :hardware]
[1:33:06][Hit OpenGL error: Index out of range][:hardware :lighting :run]
[1:33:47][Make OpenGLCreateProgram() set the VertEmission][:hardware :lighting]
[1:35:03][Hit OpenGL error: Undefined variable "Emission"][:hardware :lighting :run]
[1:35:45][Fix naming of FragEmission in CompileZBiasProgram()][:hardware :lighting]
[1:35:54][Hit a read access violation inside the OpenGL driver][:hardware :lighting :run]
[1:36:37][Fix the Emission texture binding in UseProgramBegin()][:hardware :lighting]
[1:37:02][See that the debug :UI is now being lit][:hardware :lighting :run]
[1:37:15][Make WriteQuad() set Emission to 0, and PushQuad() set it to black or white depending on whether :lighting is enabled][:"debug visualisation" :lighting]
[1:41:01][See that the debug :UI is correctly unlit again][:hardware :lighting :run]
[1:41:21][Make PushLineSegment() pass to PushQuad() an Emission value of 1.0f][:"debug visualisation" :lighting]
[1:44:02][See that our ray walk boxes are now coloured differently][:"debug visualisation" :lighting :run]
[1:44:46][Make GridRayCast() colour the leaf and edge nodes differently][:"debug visualisation" :lighting]
[1:46:13][Check out our differently coloured ray walk boxes][:"debug visualisation" :lighting :run]
[1:46:40][Make GridRayCast() colour the leaf and edge nodes even more differently][:"debug visualisation" :lighting]
[1:46:58][Check out our differently coloured ray walk boxes][:"debug visualisation" :lighting :run]
[1:47:49][Q&A][:speech]
[1:48:03][@sagian2005][[@cmuratori Casey]'s hair is starting to look a little cartoonish[ref
site="Villains Wiki"
page="Heat Miser"
url=https://villains.fandom.com/wiki/Heat_Miser]]
[1:48:33][Tease a Wilson cosplay attempt[ref
site="Don't Starve Wiki"
page=Characters
url=https://dontstarve.gamepedia.com/Characters]][:research]
[1:48:52][@insobot][Q: 5+ hour Majora's Mask?]
[1:49:08][@uplinkcoder][Q: :Performance might have changed since you removed the early-out][:lighting]
[1:50:36][Wrap it up][:speech]
[/video]