Doing some OpenGL to OpenCL trickery here, OpenGL is now drawing but the pixel array isn't displaying right. Probably some alignment of the chars being weird
parent
6334e9c848
commit
15fd83147b
@ -1,295 +0,0 @@
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#include <CL/cl.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <iostream>
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#include <string>
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#include <fstream>
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#include <random>
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#include <ctime>
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#include <SFML/Graphics.hpp>
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#include <windows.h>
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#define SUCCESS 0
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#define FAILURE 1
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float elap_time() {
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static __int64 start = 0;
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static __int64 frequency = 0;
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if (start == 0) {
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QueryPerformanceCounter((LARGE_INTEGER*)&start);
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QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
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return 0.0f;
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}
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__int64 counter = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&counter);
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return (float)((counter - start) / double(frequency));
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}
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// convert the kernel file into a string
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int convertToString(const char *filename, std::string& s)
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{
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size_t size;
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char* str;
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std::fstream f(filename, (std::fstream::in | std::fstream::binary));
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if(f.is_open())
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{
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size_t fileSize;
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f.seekg(0, std::fstream::end);
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size = fileSize = (size_t)f.tellg();
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f.seekg(0, std::fstream::beg);
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str = new char[size+1];
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if(!str)
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{
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f.close();
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return 0;
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}
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f.read(str, fileSize);
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f.close();
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str[size] = '\0';
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s = str;
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delete[] str;
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return 0;
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}
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std::cout << "Error: failed to open file\n:" << filename << std::endl;
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return FAILURE;
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}
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int main(int argc, char* argv[])
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{
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int WINDOW_X = 1000;
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int WINDOW_Y = 1000;
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int GRID_WIDTH = WINDOW_X;
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int GRID_HEIGHT = WINDOW_Y;
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int WORKER_SIZE = 2000;
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// ============================== OpenCL Setup ==================================================================
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// Get the platforms
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cl_uint numPlatforms;
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cl_platform_id platform = NULL;
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cl_int status = clGetPlatformIDs(0, NULL, &numPlatforms); // Retrieve the number of platforms
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if (status != CL_SUCCESS) {
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std::cout << "Error: Getting platforms!" << std::endl;
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return FAILURE;
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}
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// Choose the first available platform
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if(numPlatforms > 0) {
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cl_platform_id* platforms = new cl_platform_id[numPlatforms];
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status = clGetPlatformIDs(numPlatforms, platforms, NULL); // Now populate the array with the platforms
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platform = platforms[0];
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delete platforms;
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}
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cl_uint numDevices = 0;
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cl_device_id *devices;
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, 0, NULL, &numDevices);
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if (numDevices == 0) { //no GPU available.
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std::cout << "No GPU device available." << std::endl;
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std::cout << "Choose CPU as default device." << std::endl;
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_CPU, 0, NULL, &numDevices);
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devices = new cl_device_id[numDevices];
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_CPU, numDevices, devices, NULL);
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}
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else {
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devices = new cl_device_id[numDevices];
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, numDevices, devices, NULL);
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}
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cl_context context = clCreateContext(NULL,1, devices,NULL,NULL,NULL);
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cl_command_queue commandQueue = clCreateCommandQueue(context, devices[0], 0, NULL);
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// ============================== Kernel Compilation, Setup ====================================================
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// Read the kernel from the file to a string
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const char *filename = "conway_kernel.cl";
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std::string sourceStr;
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status = convertToString(filename, sourceStr);
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// Create a program with the source
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const char *source = sourceStr.c_str();
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size_t sourceSize[] = {strlen(source)};
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cl_program program = clCreateProgramWithSource(context, 1, &source, sourceSize, NULL);
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// Build the program
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status = clBuildProgram(program, 1,devices,NULL,NULL,NULL);
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// If the build failed
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if (status == CL_BUILD_PROGRAM_FAILURE) {
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// Determine the size of the log
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size_t log_size;
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clGetProgramBuildInfo(program, devices[0], CL_PROGRAM_BUILD_LOG, 0, NULL, &log_size);
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// Allocate memory for the log
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char *log = new char[log_size];
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// Get the log
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clGetProgramBuildInfo(program, devices[0], CL_PROGRAM_BUILD_LOG, log_size, log, NULL);
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// Print the log
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std::cout << log << std::endl;
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}
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// Now create the kernel
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cl_kernel front_kernel = clCreateKernel(program, "conway", NULL);
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cl_kernel back_kernel = clCreateKernel(program, "conway", NULL);
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// ======================================= Setup grid =========================================================
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// Setup the rng
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std::mt19937 rng(time(NULL));
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std::uniform_int_distribution<int> rgen(0, 4); // 25% chance
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// Init the grids
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unsigned char* front_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
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for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
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if (rgen(rng) == 1) {
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front_grid[i] = 1;
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}
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else {
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front_grid[i] = 0;
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}
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}
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unsigned char* back_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
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for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
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back_grid[i] = front_grid[i];
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}
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// ====================================== Setup SFML ==========================================================
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// Init window, and loop data
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sf::RenderWindow window(sf::VideoMode(GRID_WIDTH, GRID_HEIGHT), "Classic Games");
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float step_size = 0.0005f;
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double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0;
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int frame_count = 0;
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sf::Uint8* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
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pixel_array[i * 4] = 49; // R?
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pixel_array[i * 4 + 1] = 68; // G?
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pixel_array[i * 4 + 2] = 72; // B?
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pixel_array[i * 4 + 3] = 255; // A?
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}
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sf::Texture texture;
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texture.create(WINDOW_X, WINDOW_Y);
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sf::Sprite sprite(texture);
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// ========================================= Setup the buffers ==================================================
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int err = 0;
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cl_mem frontBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)front_grid, &err);
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cl_mem backBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)back_grid, &err);
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cl_mem pixelBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)pixel_array, &err);
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cl_mem workerCountBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &WORKER_SIZE, &err);
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cl_mem gridWidthBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_WIDTH, &err);
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cl_mem gridHeightBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_HEIGHT, &err);
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// Kernel args for front kernel
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status = clSetKernelArg(front_kernel, 0, sizeof(cl_mem), (void *)&frontBuffer);
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status = clSetKernelArg(front_kernel, 1, sizeof(cl_mem), (void *)&backBuffer);
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status = clSetKernelArg(front_kernel, 2, sizeof(cl_mem), (void *)&pixelBuffer);
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status = clSetKernelArg(front_kernel, 3, sizeof(cl_mem), (void *)&workerCountBuffer);
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status = clSetKernelArg(front_kernel, 4, sizeof(cl_mem), (void *)&gridWidthBuffer);
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status = clSetKernelArg(front_kernel, 5, sizeof(cl_mem), (void *)&gridHeightBuffer);
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// Flipped kernel args for the back kernel
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status = clSetKernelArg(back_kernel, 0, sizeof(cl_mem), (void *)&backBuffer); // Flipped
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status = clSetKernelArg(back_kernel, 1, sizeof(cl_mem), (void *)&frontBuffer); // Flipped
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status = clSetKernelArg(back_kernel, 2, sizeof(cl_mem), (void *)&pixelBuffer);
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status = clSetKernelArg(back_kernel, 3, sizeof(cl_mem), (void *)&workerCountBuffer);
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status = clSetKernelArg(back_kernel, 4, sizeof(cl_mem), (void *)&gridWidthBuffer);
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status = clSetKernelArg(back_kernel, 5, sizeof(cl_mem), (void *)&gridHeightBuffer);
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bool flipped = false;
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// ===================================== Loop ==================================================================
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while (window.isOpen()) {
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sf::Event event;
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while (window.pollEvent(event)) {
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if (event.type == sf::Event::Closed)
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window.close();
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}
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// Time keeping
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//elapsed_time = elap_time();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if (delta_time > 0.02f)
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delta_time = 0.02f;
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accumulator_time += delta_time;
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// Do nothing, FPS tied update()
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}
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// ======================================= OpenCL Shtuff =============================================
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// Update the data in GPU memory
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//status = clEnqueueWriteBuffer(commandQueue, frontBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 2 * sizeof(char), (void*)grid, NULL, 0, NULL);
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// Work size, for each y line
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size_t global_work_size[1] = { WORKER_SIZE };
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if (flipped) {
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status = clEnqueueNDRangeKernel(commandQueue, back_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
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status = clEnqueueReadBuffer(commandQueue, pixelBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 4 * sizeof(unsigned char), (void*)pixel_array, 0, NULL, NULL);
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}
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else {
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status = clEnqueueNDRangeKernel(commandQueue, front_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
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status = clEnqueueReadBuffer(commandQueue, pixelBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 4 * sizeof(unsigned char), (void*)pixel_array, 0, NULL, NULL);
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}
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flipped = !flipped;
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texture.update(pixel_array);
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window.draw(sprite);
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frame_count++;
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window.display();
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}
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// Release the buffers
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status = clReleaseMemObject(frontBuffer);
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status = clReleaseMemObject(backBuffer);
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status = clReleaseMemObject(pixelBuffer);
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status = clReleaseMemObject(workerCountBuffer);
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status = clReleaseMemObject(gridWidthBuffer);
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status = clReleaseMemObject(gridHeightBuffer);
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// And the program stuff
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status = clReleaseKernel(front_kernel); //Release kernel.
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status = clReleaseProgram(program); //Release the program object.
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status = clReleaseCommandQueue(commandQueue); //Release Command queue.
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status = clReleaseContext(context); //Release context.
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if (devices != NULL)
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{
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delete devices;
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devices = NULL;
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}
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return SUCCESS;
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}
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@ -0,0 +1,401 @@
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#include <CL/cl.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <iostream>
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#include <string>
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#include <fstream>
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#include <random>
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#include <ctime>
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#include <SFML/Graphics.hpp>
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#include <windows.h>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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#include "Shader.hpp"
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#define SUCCESS 0
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#define FAILURE 1
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float elap_time() {
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static __int64 start = 0;
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static __int64 frequency = 0;
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if (start == 0) {
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QueryPerformanceCounter((LARGE_INTEGER*)&start);
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QueryPerformanceFrequency((LARGE_INTEGER*)&frequency);
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return 0.0f;
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}
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__int64 counter = 0;
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QueryPerformanceCounter((LARGE_INTEGER*)&counter);
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return (float)((counter - start) / double(frequency));
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}
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// convert the kernel file into a string
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int convertToString(const char *filename, std::string& s)
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{
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size_t size;
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char* str;
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std::fstream f(filename, (std::fstream::in | std::fstream::binary));
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if(f.is_open())
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{
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size_t fileSize;
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f.seekg(0, std::fstream::end);
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size = fileSize = (size_t)f.tellg();
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f.seekg(0, std::fstream::beg);
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str = new char[size+1];
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if(!str)
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{
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f.close();
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return 0;
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}
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f.read(str, fileSize);
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f.close();
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str[size] = '\0';
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s = str;
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delete[] str;
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return 0;
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}
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std::cout << "Error: failed to open file\n:" << filename << std::endl;
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return FAILURE;
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}
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode) {
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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int main(int argc, char* argv[])
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{
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int WINDOW_X = 1000;
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int WINDOW_Y = 1000;
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int GRID_WIDTH = WINDOW_X;
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int GRID_HEIGHT = WINDOW_Y;
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int WORKER_SIZE = 2000;
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// ============================== OpenCL Setup ==================================================================
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// Get the platforms
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cl_uint numPlatforms;
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cl_platform_id platform = NULL;
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cl_int status = clGetPlatformIDs(0, NULL, &numPlatforms); // Retrieve the number of platforms
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if (status != CL_SUCCESS) {
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std::cout << "Error: Getting platforms!" << std::endl;
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return FAILURE;
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}
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// Choose the first available platform
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if(numPlatforms > 0) {
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cl_platform_id* platforms = new cl_platform_id[numPlatforms];
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status = clGetPlatformIDs(numPlatforms, platforms, NULL); // Now populate the array with the platforms
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platform = platforms[0];
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delete platforms;
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}
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cl_uint numDevices = 0;
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cl_device_id *devices;
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, 0, NULL, &numDevices);
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if (numDevices == 0) { //no GPU available.
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std::cout << "No GPU device available." << std::endl;
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std::cout << "Choose CPU as default device." << std::endl;
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_CPU, 0, NULL, &numDevices);
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devices = new cl_device_id[numDevices];
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_CPU, numDevices, devices, NULL);
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}
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else {
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devices = new cl_device_id[numDevices];
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status = clGetDeviceIDs(platform, CL_DEVICE_TYPE_GPU, numDevices, devices, NULL);
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}
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cl_context context = clCreateContext(NULL,1, devices,NULL,NULL,NULL);
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cl_command_queue commandQueue = clCreateCommandQueue(context, devices[0], 0, NULL);
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// ============================== Kernel Compilation, Setup ====================================================
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// Read the kernel from the file to a string
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const char *compute_kernel_filename = "conway_compute.cl";
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const char *align_kernel_filename = "conway_align.cl";
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std::string compute_kernel_string;
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std::string align_kernel_string;
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convertToString(compute_kernel_filename, compute_kernel_string);
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convertToString(compute_kernel_filename, align_kernel_string);
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// Create a program with the source
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const char *compute_source = compute_kernel_string.c_str();
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const char *align_source = align_kernel_string.c_str();
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size_t compute_source_size[] = {strlen(compute_source)};
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size_t align_source_size[] = { strlen(align_source) };
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cl_program compute_program = clCreateProgramWithSource(context, 1, &compute_source, compute_source_size, NULL);
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cl_program align_program = clCreateProgramWithSource(context, 1, &align_source, align_source_size, NULL);
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// Build the compute program
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status = clBuildProgram(compute_program, 1, devices, NULL, NULL, NULL);
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if (status == CL_BUILD_PROGRAM_FAILURE) {
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size_t log_size;
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clGetProgramBuildInfo(compute_program, devices[0], CL_PROGRAM_BUILD_LOG, 0, NULL, &log_size);
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char *log = new char[log_size];
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clGetProgramBuildInfo(compute_program, devices[0], CL_PROGRAM_BUILD_LOG, log_size, log, NULL);
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std::cout << log << std::endl;
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}
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// Build the align program
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status = clBuildProgram(align_program, 1, devices, NULL, NULL, NULL);
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if (status == CL_BUILD_PROGRAM_FAILURE) {
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size_t log_size;
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clGetProgramBuildInfo(align_program, devices[0], CL_PROGRAM_BUILD_LOG, 0, NULL, &log_size);
|
||||
char *log = new char[log_size];
|
||||
|
||||
clGetProgramBuildInfo(align_program, devices[0], CL_PROGRAM_BUILD_LOG, log_size, log, NULL);
|
||||
|
||||
std::cout << log << std::endl;
|
||||
}
|
||||
|
||||
// Now create the kernels
|
||||
cl_kernel front_kernel = clCreateKernel(compute_program, "conway_compute", NULL);
|
||||
cl_kernel back_kernel = clCreateKernel(align_program, "conway_align", NULL);
|
||||
|
||||
// ======================================= Setup OpenGL =======================================================
|
||||
|
||||
glfwInit();
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
GLFWwindow* gl_window = glfwCreateWindow(GRID_WIDTH, GRID_HEIGHT, "GPU accelerated life", nullptr, nullptr);
|
||||
glfwMakeContextCurrent(gl_window);
|
||||
|
||||
glfwSetKeyCallback(gl_window, key_callback);
|
||||
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
|
||||
glViewport(0, 0, GRID_WIDTH, GRID_HEIGHT);
|
||||
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
|
||||
Shader ourShader("Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\vertex_shader.sh", "Z:\\VS_Projects\\Conway_OpenCL\\Conway_OpenCL\\fragment_shader.sh");
|
||||
|
||||
GLfloat vertices[] = {
|
||||
// Positions // Colors // Texture Coords
|
||||
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top Right
|
||||
1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, // Bottom Right
|
||||
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Bottom Left
|
||||
-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f // Top Left
|
||||
};
|
||||
GLuint indices[] = {
|
||||
0, 1, 3, // First Triangle
|
||||
1, 2, 3 // Second Triangle
|
||||
};
|
||||
|
||||
GLuint VBO, VAO, EBO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
|
||||
// Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
|
||||
|
||||
// Position attribute
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
// Color attribute
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(1);
|
||||
// TexCoord attribute
|
||||
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
|
||||
glEnableVertexAttribArray(2);
|
||||
|
||||
glBindVertexArray(0); // Unbind VAO
|
||||
|
||||
|
||||
// ======================================= Setup grid =========================================================
|
||||
|
||||
// Setup the rng
|
||||
std::mt19937 rng(time(NULL));
|
||||
std::uniform_int_distribution<int> rgen(0, 4); // 25% chance
|
||||
|
||||
// Init the grids
|
||||
unsigned char* front_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
|
||||
|
||||
for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
|
||||
if (rgen(rng) == 1) {
|
||||
front_grid[i] = 1;
|
||||
}
|
||||
else {
|
||||
front_grid[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
unsigned char* back_grid = new unsigned char[GRID_WIDTH * GRID_HEIGHT];
|
||||
|
||||
for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
|
||||
back_grid[i] = front_grid[i];
|
||||
}
|
||||
|
||||
// ====================================== Setup Rendering ==========================================================
|
||||
|
||||
unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
|
||||
|
||||
for (int i = 0; i < GRID_WIDTH * GRID_HEIGHT; i++) {
|
||||
|
||||
pixel_array[i * 4] = 49; // R?
|
||||
pixel_array[i * 4 + 1] = 68; // G?
|
||||
pixel_array[i * 4 + 2] = 72; // B?
|
||||
pixel_array[i * 4 + 3] = 255; // A?
|
||||
}
|
||||
|
||||
GLuint texture;
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
//////////////////////////
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_DECAL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_DECAL);
|
||||
|
||||
// when texture area is small, bilinear filter the closest mipmap
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
|
||||
// when texture area is large, bilinear filter the first mipmap
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
// texture should tile
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, GRID_WIDTH, GRID_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, pixel_array);
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
|
||||
// delete pixel_array;
|
||||
|
||||
|
||||
//////////////////////
|
||||
|
||||
// ========================================= Setup the buffers ==================================================
|
||||
|
||||
int err = 0;
|
||||
|
||||
cl_mem frontBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)front_grid, &err);
|
||||
cl_mem backBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)back_grid, &err);
|
||||
//cl_mem pixelBuffer = clCreateBuffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, GRID_WIDTH * GRID_HEIGHT * sizeof(char), (void*)pixel_array, &err);
|
||||
|
||||
cl_mem workerCountBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &WORKER_SIZE, &err);
|
||||
cl_mem gridWidthBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_WIDTH, &err);
|
||||
cl_mem gridHeightBuffer = clCreateBuffer(context, CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(int), &GRID_HEIGHT, &err);
|
||||
|
||||
// Kernel args for front kernel
|
||||
status = clSetKernelArg(front_kernel, 0, sizeof(cl_mem), (void *)&frontBuffer);
|
||||
status = clSetKernelArg(front_kernel, 1, sizeof(cl_mem), (void *)&backBuffer);
|
||||
//status = clSetKernelArg(front_kernel, 2, sizeof(cl_mem), (void *)&pixelBuffer);
|
||||
|
||||
status = clSetKernelArg(front_kernel, 3, sizeof(cl_mem), (void *)&workerCountBuffer);
|
||||
status = clSetKernelArg(front_kernel, 4, sizeof(cl_mem), (void *)&gridWidthBuffer);
|
||||
status = clSetKernelArg(front_kernel, 5, sizeof(cl_mem), (void *)&gridHeightBuffer);
|
||||
|
||||
// Flipped kernel args for the back kernel
|
||||
status = clSetKernelArg(back_kernel, 0, sizeof(cl_mem), (void *)&backBuffer); // Flipped
|
||||
status = clSetKernelArg(back_kernel, 1, sizeof(cl_mem), (void *)&frontBuffer); // Flipped
|
||||
//status = clSetKernelArg(back_kernel, 2, sizeof(cl_mem), (void *)&pixelBuffer);
|
||||
|
||||
status = clSetKernelArg(back_kernel, 3, sizeof(cl_mem), (void *)&workerCountBuffer);
|
||||
status = clSetKernelArg(back_kernel, 4, sizeof(cl_mem), (void *)&gridWidthBuffer);
|
||||
status = clSetKernelArg(back_kernel, 5, sizeof(cl_mem), (void *)&gridHeightBuffer);
|
||||
|
||||
|
||||
// ===================================== Loop ==================================================================
|
||||
|
||||
while (!glfwWindowShouldClose(gl_window)) {
|
||||
|
||||
//glfwPollEvents();
|
||||
//glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// ======================================= OpenCL Shtuff ===================================================
|
||||
|
||||
// Update the data in GPU memory
|
||||
//status = clEnqueueWriteBuffer(commandQueue, frontBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 2 * sizeof(char), (void*)grid, NULL, 0, NULL);
|
||||
|
||||
// Work size, for each y line
|
||||
size_t global_work_size[1] = { WORKER_SIZE };
|
||||
|
||||
|
||||
status = clEnqueueNDRangeKernel(commandQueue, back_kernel, 1, NULL, global_work_size, NULL, 0, NULL, NULL);
|
||||
//status = clEnqueueReadBuffer(commandQueue, pixelBuffer, CL_TRUE, 0, GRID_WIDTH * GRID_HEIGHT * 4 * sizeof(unsigned char), (void*)pixel_array, 0, NULL, NULL);
|
||||
|
||||
|
||||
// ======================================= Rendering Shtuff =================================================
|
||||
|
||||
glfwPollEvents();
|
||||
|
||||
// Render
|
||||
// Clear the colorbuffer
|
||||
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glUniform1i(glGetUniformLocation(ourShader.Program, "ourTexture1"), 0);
|
||||
|
||||
// Draw the triangle
|
||||
ourShader.Use();
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Swap the screen buffers
|
||||
glfwSwapBuffers(gl_window);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
glfwTerminate();
|
||||
|
||||
// Release the buffers
|
||||
status = clReleaseMemObject(frontBuffer);
|
||||
status = clReleaseMemObject(backBuffer);
|
||||
//status = clReleaseMemObject(pixelBuffer);
|
||||
status = clReleaseMemObject(workerCountBuffer);
|
||||
status = clReleaseMemObject(gridWidthBuffer);
|
||||
status = clReleaseMemObject(gridHeightBuffer);
|
||||
|
||||
// And the program stuff
|
||||
status = clReleaseKernel(front_kernel);
|
||||
status = clReleaseProgram(compute_program);
|
||||
status = clReleaseProgram(align_program);
|
||||
status = clReleaseCommandQueue(commandQueue);
|
||||
status = clReleaseContext(context);
|
||||
|
||||
if (devices != NULL)
|
||||
{
|
||||
delete devices;
|
||||
devices = NULL;
|
||||
}
|
||||
|
||||
return SUCCESS;
|
||||
}
|
@ -0,0 +1,90 @@
|
||||
#ifndef SHADER_H
|
||||
#define SHADER_H
|
||||
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <iostream>
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
GLuint Program;
|
||||
// Constructor generates the shader on the fly
|
||||
Shader(const GLchar* vertexPath, const GLchar* fragmentPath) {
|
||||
// 1. Retrieve the vertex/fragment source code from filePath
|
||||
std::string vertexCode;
|
||||
std::string fragmentCode;
|
||||
std::ifstream vShaderFile;
|
||||
std::ifstream fShaderFile;
|
||||
// ensures ifstream objects can throw exceptions:
|
||||
vShaderFile.exceptions(std::ifstream::badbit);
|
||||
fShaderFile.exceptions(std::ifstream::badbit);
|
||||
try {
|
||||
// Open files
|
||||
vShaderFile.open(vertexPath);
|
||||
fShaderFile.open(fragmentPath);
|
||||
std::stringstream vShaderStream, fShaderStream;
|
||||
// Read file's buffer contents into streams
|
||||
vShaderStream << vShaderFile.rdbuf();
|
||||
fShaderStream << fShaderFile.rdbuf();
|
||||
// close file handlers
|
||||
vShaderFile.close();
|
||||
fShaderFile.close();
|
||||
// Convert stream into string
|
||||
vertexCode = vShaderStream.str();
|
||||
fragmentCode = fShaderStream.str();
|
||||
}
|
||||
catch (std::ifstream::failure e) {
|
||||
std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
|
||||
}
|
||||
const GLchar* vShaderCode = vertexCode.c_str();
|
||||
const GLchar * fShaderCode = fragmentCode.c_str();
|
||||
|
||||
GLint success = 0;
|
||||
GLchar infoLog[512];
|
||||
|
||||
// Vertex Shader
|
||||
GLuint vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vShaderCode, NULL);
|
||||
glCompileShader(vertex);
|
||||
// Print compile errors if any
|
||||
glGetShaderiv(vertex, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(vertex, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::VERTEX::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
// Fragment Shader
|
||||
GLuint fragment = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
glShaderSource(fragment, 1, &fShaderCode, NULL);
|
||||
glCompileShader(fragment);
|
||||
// Print compile errors if any
|
||||
glGetShaderiv(fragment, GL_COMPILE_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetShaderInfoLog(fragment, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
// Shader Program
|
||||
this->Program = glCreateProgram();
|
||||
glAttachShader(this->Program, vertex);
|
||||
glAttachShader(this->Program, fragment);
|
||||
glLinkProgram(this->Program);
|
||||
// Print linking errors if any
|
||||
glGetProgramiv(this->Program, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(this->Program, 512, NULL, infoLog);
|
||||
std::cout << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
// Delete the shaders as they're linked into our program now and no longer necessery
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(fragment);
|
||||
|
||||
}
|
||||
// Uses the current shader
|
||||
void Use() {
|
||||
glUseProgram(this->Program);
|
||||
}
|
||||
};
|
||||
|
||||
#endif
|
@ -0,0 +1,15 @@
|
||||
#version 330 core
|
||||
in vec3 ourColor;
|
||||
in vec2 TexCoord;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
// Texture samplers
|
||||
uniform sampler2D ourTexture1;
|
||||
uniform sampler2D ourTexture2;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Linearly interpolate between both textures (second texture is only slightly combined)
|
||||
color = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);
|
||||
}
|
@ -0,0 +1,16 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 color;
|
||||
layout (location = 2) in vec2 texCoord;
|
||||
|
||||
out vec3 ourColor;
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position, 1.0f);
|
||||
ourColor = color;
|
||||
// We swap the y-axis by substracing our coordinates from 1. This is done because most images have the top y-axis inversed with OpenGL's top y-axis.
|
||||
// TexCoord = texCoord;
|
||||
TexCoord = vec2(texCoord.x, 1.0 - texCoord.y);
|
||||
}
|
Loading…
Reference in new issue