Bit of fiddling around while refractoring

master
MitchellHansen 8 years ago
parent c734614e5f
commit 391dc63ec8

@ -29,7 +29,7 @@ include_directories(include)
# Set the .cpp sources # Set the .cpp sources
file(GLOB SOURCES "src/*.cpp") file(GLOB SOURCES "src/*.cpp")
add_executable(${PNAME} ${SOURCES}) add_executable(${PNAME} ${SOURCES} include/Renderer.cpp include/Renderer.h)
# Link CL, GL, and SFML # Link CL, GL, and SFML
target_link_libraries (${PNAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES}) target_link_libraries (${PNAME} ${SFML_LIBRARIES} ${SFML_DEPENDENCIES})

@ -0,0 +1 @@
#include "Renderer.h"

@ -0,0 +1,46 @@
#ifndef GAME_RENDERER_H
#define GAME_RENDERER_H
#include "SFML/Graphics.hpp"
#include "CL_Wrapper.h"
#include "Camera.h"
// Renderer needs to handle the distinction between a few difference circumstances.
// A.) The machine supports OpenCL and cl_khr_gl_sharing
// Everything is normal, rendering is handled on-gpu
// B.) The machine support Opencl and NOT cl_khr_gl_sharing
// For every frame we have to pull the screen buffer from the GPU's memory
// C.) The machine does not support OpenCL
// We must use the fallback software renderer
// Renderer will hold its own CL_Renderer class which contains all of the data
// and functionality that the CL_Wrapper class currently does, but with the
// intent of leaving it specialized to only the raycaster. Any further OpenCL
// work can use its own class
class Renderer {
public:
Renderer();
// The renderer needs all of the things that are required
// by CL in order to render the screen
void register_camera(Camera camera);
void draw();
sf::RenderWindow* get_window();
private:
CL_Wrapper *cl;
bool sharing_supported = False;
sf::Uint8 *drawing_surface;
sf::RenderWindow* window;
};
#endif

@ -12,304 +12,71 @@ int BitCount(unsigned int u) {
return ((uCount + (uCount >> 3)) & 030707070707) % 63; return ((uCount + (uCount >> 3)) & 030707070707) % 63;
} }
struct leaf {
leaf *children;
char leaf_mask;
char valid_mask;
int level;
};
struct block { struct block {
int header = 0; int header = 0;
double* data = new double[1000]; double* data = new double[1000];
}; };
void Map::generate_octree() { void Map::generate_octree() {
char* arr[8192];
for (int i = 0; i < 8192; i++) {
arr[i] = 0;
}
int* dataset = new int[32 * 32 * 32]; int* dataset = new int[32 * 32 * 32];
for (int i = 0; i < 32 * 32 * 32; i++) { for (int i = 0; i < 32 * 32 * 32; i++) {
dataset[0] = i; dataset[0] = i;
} }
char* arr[8192]; int level = log2(32);
for (int i = 0; i < 8192; i++) {
arr[i] = 0; leaf top_node;
} top_node.level = level;
for (int i = 0; i < 16 * 16 * 16; i++){
for (int i = 0; i < 8 * 8 * 8; i++){
for (int i = 0; i < 4 * 4 * 4; i++){
for (int i = 0; i < 2 * 2 * 2; i++){
}
}
}
}
std::list<int> parent_stack; std::list<int> parent_stack;
int byte_pos = 0; int byte_pos = 0;
int levels = log2(32);
unsigned int parent = 0; unsigned int parent = 0;
for (int i = 0; i < 16; i++) { for (int i = 0; i < 16; i++) {
parent ^= 1 << i; parent ^= 1 << i;
} }
unsigned int leafmask = 255; unsigned int leafmask = 255;
unsigned int validmask = leafmask << 8; unsigned int validmask = leafmask << 8;
parent &= validmask; parent &= validmask;
parent &= leafmask; parent &= leafmask;
std::cout << BitCount(parent & leafmask); std::cout << BitCount(parent & leafmask);
unsigned int children[8] = {0, 0, 0, 0, 0, 0, 0, 0}; unsigned int children[8] = {0, 0, 0, 0, 0, 0, 0, 0};
for (int i = 0; i < levels; i++) {
}
} }
//void Map::generate_test() {
//
// //generate_octree();
// //return;
//
// //dimensions = dim;
// //std::mt19937 gen;
// //std::uniform_real_distribution<double> dis(-1.0, 1.0);
// //auto f_rand = std::bind(dis, gen);
//
//
// //list = new char[dim.x * dim.y * dim.z];
//
// //height_map = new double[dim.x * dim.y];
//
// //for (int i = 0; i < dim.x * dim.y * dim.z; i++) {
// // list[i] = 0;
// //}
//
// //for (int i = 0; i < dim.x * dim.y; i++) {
// // height_map[i] = 0;
// //}
//
//
// //for (int x = 50; x < 60; x += 2) {
// // for (int y = 50; y < 60; y += 2) {
// // for (int z = 50; z < 60; z += 2) {
// // list[x + dimensions.x * (y + dimensions.z * z)] = 5;
// // }
// // }
// //}
//
// //list[71 + dimensions.x * (61 + dimensions.z * 51)] = 5;
//
// ////for (int x = -dim.x / 2; x < dim.x/2; x++) {
// //// for (int y = -dim.y / 2; y < dim.y/2; y++) {
// ////
// //// double height = 20;
//
// //// height += std::pow(x / 50.0, 2) - 10 * std::cos(2 * 3.1415926 * x / 50.0);
// //// height += std::pow(y / 50.0, 2) - 10 * std::cos(2 * 3.1415926 * y / 50.0);
// ////
// //// list[(x + dim.x/2) + dim.x * ((y +dim.y/2) + dim.z * (int)height)] = 5;
// //// }
// ////}
//
// ////int xx = 0;
// ////int yy = 0;
// ////for (int x = -dim.x / 2; x < dim.x / 2; x++) {
// //// for (int y = -dim.y / 2; y < dim.y / 2; y++) {
//
// //// double z = 150;
// //////for (int x = 0; x < dim.x; x++) {
// ////// for (int y = 0; y < dim.y; y++) {
// //// double height = 0;
//
// //// z += -x*2 * std::sin(std::sqrt(abs(x*2 - y*2 - 47))) -
// //// (y*2 + 47) * std::sin(std::sqrt(std::abs(y*2 + 47 + x*2 / 2)));
// ////
//
// //// //z += x * std::sin(std::sqrt(std::abs(y - x + 1))) *
// //// // std::cos(std::sqrt(std::abs(y + x + 1))) +
// //// // (y + 1) *
// //// // std::cos(std::sqrt(std::abs(y - x + 1))) *
// //// // std::sin(std::sqrt(std::abs(y + x + 1)));
// ////
// //// // Pathological
// //// //z += 0.5 +
// //// // (std::pow(std::sin(std::sqrt(100 * std::pow(x/20, 2) + std::pow(y/20, 2))), 2) - 0.5) /
// //// // (1 + 0.001 * std::pow(std::pow(x/20, 2) - 2 * x/20 * y/20 + std::pow(y/20, 2), 2));
//
// //// // Ackleys
// //// //z += 20 + M_E -
// //// // (20 / (std::pow(M_E, 0.2) * std::sqrt((std::pow(x / 16.0, 2) + std::pow(y / 16.0, 2) + 1) / 2))) -
// //// // std::pow(M_E, 0.5 * std::cos(2 * M_PI * x / 16.0) + cos(2 * M_PI * y / 16.0));
//
// //// //
// //// //z += -20 * std::pow(M_E, -0.2 * sqrt(0.5 * std::pow(x/64.0, 2) + std::pow(y/64.0, 2))) - std::pow(M_E, 0.5 * (cos(2 * M_PI * x/64.0) + (cos(2 * M_PI * y/64.0)))) + 20 + M_E;
// ////
// //// //list[x + dim.x * (y + dim.z * (int)height)] = 5;
//
// //// double m = 0.2;
// //// while ((z*m) > 0){
// //// list[xx + dim.x * (yy + dim.z * (int)(z*m))] = 5;
// //// z -= 1/m;
// //// }
// //// yy++;
//
// //// }
// //// yy = 0;
// //// xx++;
// ////}
// ////
//
// ////return;
//
//
//
// ////int featuresize = 2;
//
// ////for (int y = 0; y < dim.y; y += featuresize)
// //// for (int x = 0; x < dim.x; x += featuresize) {
// //// double t = dis(gen);
// //// setSample(x, y, t); //IMPORTANT: frand() is a random function that returns a value between -1 and 1.
// //// }
//
// ////int samplesize = featuresize;
//
// ////double scale = 10.0;
//
// ////while (samplesize > 1) {
//
// //// DiamondSquare(samplesize, scale);
//
// //// samplesize /= 2;
// //// scale /= 2.0;
// ////}
//
//
//
//
// ////size of grid to generate, note this must be a
// ////value 2^n+1
// //int DATA_SIZE = dim.x + 1;
// ////an initial seed value for the corners of the data
// //double SEED = rand() % 25 + 25;
//
// ////seed the data
// //setSample(0, 0, SEED);
// //setSample(0, dim.y, SEED);
// //setSample(dim.x, 0, SEED);
// //setSample(dim.x, dim.y, SEED);
//
// //double h = 30.0;//the range (-h -> +h) for the average offset
// // //for the new value in range of h
// // //side length is distance of a single square side
// // //or distance of diagonal in diamond
// //for (int sideLength = DATA_SIZE - 1;
// ////side length must be >= 2 so we always have
// ////a new value (if its 1 we overwrite existing values
// ////on the last iteration)
// //sideLength >= 2;
// // //each iteration we are looking at smaller squares
// // //diamonds, and we decrease the variation of the offset
// // sideLength /= 2, h /= 2.0) {
// // //half the length of the side of a square
// // //or distance from diamond center to one corner
// // //(just to make calcs below a little clearer)
// // int halfSide = sideLength / 2;
//
// // //generate the new square values
// // for (int x = 0; x < DATA_SIZE - 1; x += sideLength) {
// // for (int y = 0; y < DATA_SIZE - 1; y += sideLength) {
// // //x, y is upper left corner of square
// // //calculate average of existing corners
// // double avg = sample(x, y) + //top left
// // sample(x + sideLength, y) +//top right
// // sample(x, y + sideLength) + //lower left
// // sample(x + sideLength, y + sideLength);//lower right
// // avg /= 4.0;
//
// // //center is average plus random offset
// // setSample(x + halfSide, y + halfSide,
// // //We calculate random value in range of 2h
// // //and then subtract h so the end value is
// // //in the range (-h, +h)
// // avg + (f_rand() * 2 * h) - h);
// // }
// // }
//
// // //generate the diamond values
// // //since the diamonds are staggered we only move x
// // //by half side
// // //NOTE: if the data shouldn't wrap then x < DATA_SIZE
// // //to generate the far edge values
// // for (int x = 0; x < DATA_SIZE - 1; x += halfSide) {
// // //and y is x offset by half a side, but moved by
// // //the full side length
// // //NOTE: if the data shouldn't wrap then y < DATA_SIZE
// // //to generate the far edge values
// // for (int y = (x + halfSide) % sideLength; y < DATA_SIZE - 1; y += sideLength) {
// // //x, y is center of diamond
// // //note we must use mod and add DATA_SIZE for subtraction
// // //so that we can wrap around the array to find the corners
// // double avg =
// // sample((x - halfSide + DATA_SIZE) % DATA_SIZE, y) + //left of center
// // sample((x + halfSide) % DATA_SIZE, y) + //right of center
// // sample(x, (y + halfSide) % DATA_SIZE) + //below center
// // sample(x, (y - halfSide + DATA_SIZE) % DATA_SIZE); //above center
// // avg /= 4.0;
//
// // //new value = average plus random offset
// // //We calculate random value in range of 2h
// // //and then subtract h so the end value is
// // //in the range (-h, +h)
// // avg = avg + (f_rand() * 2 * h) - h;
// // //update value for center of diamond
// // setSample(x, y, avg);
//
// // //wrap values on the edges, remove
// // //this and adjust loop condition above
// // //for non-wrapping values.
// // if (x == 0) setSample(DATA_SIZE - 1, y, avg);
// // if (y == 0) setSample(x, DATA_SIZE - 1, avg);
// // }
// // }
// //}
//
//
// //for (int x = 0; x < dim.x; x++) {
// // for (int y = 0; y < dim.y; y++) {
//
// // if (height_map[x + y * dim.x] > 0) {
// // int z = height_map[x + y * dim.x];
// // while (z > 0) {
// // list[x + dim.x * (y + dim.z * z)] = 5;
// // z--;
// // }
// // }
//
// // }
// //}
//
//
// //for (int x = 0; x < dim.x / 10; x++) {
// // for (int y = 0; y < dim.y / 10; y++) {
// // for (int z = 0; z < dim.z; z++) {
// // if (rand() % 1000 < 1)
// // list[x + dim.x * (y + dim.z * z)] = rand() % 6;
// // }
// // }
// //}
//
//}
//
void Map::load_unload(sf::Vector3i world_position) { void Map::load_unload(sf::Vector3i world_position) {
sf::Vector3i chunk_pos(world_to_chunk(world_position)); sf::Vector3i chunk_pos(world_to_chunk(world_position));

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