|
|
|
@ -1,36 +1,37 @@
|
|
|
|
|
#include <SFML/Graphics.hpp>
|
|
|
|
|
#include <iostream>
|
|
|
|
|
#include <string>
|
|
|
|
|
#include <chrono>
|
|
|
|
|
#include "util.hpp"
|
|
|
|
|
#include "RayCaster.h"
|
|
|
|
|
#include <Map.h>
|
|
|
|
|
#include "Curses.h"
|
|
|
|
|
#include <OpenCL/opencl.h>
|
|
|
|
|
# include <GL/glew.h>
|
|
|
|
|
|
|
|
|
|
const int WINDOW_X = 150;
|
|
|
|
|
const int WINDOW_Y = 150;
|
|
|
|
|
#ifdef linux
|
|
|
|
|
|
|
|
|
|
#elif defined _WIN32
|
|
|
|
|
#include <CL/cl.h>
|
|
|
|
|
#include <CL/opencl.h>
|
|
|
|
|
#include <windows.h>
|
|
|
|
|
|
|
|
|
|
#elif defined TARGET_OS_MAC
|
|
|
|
|
# include <OpenGL/OpenGL.h>
|
|
|
|
|
# include <OpenCL/opencl.h>
|
|
|
|
|
|
|
|
|
|
int main(){
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
cl_uint num_devices, i;
|
|
|
|
|
clGetDeviceIDs(NULL, CL_DEVICE_TYPE_ALL, 0, NULL, &num_devices);
|
|
|
|
|
|
|
|
|
|
cl_device_id* devices = (cl_device_id*)calloc(sizeof(cl_device_id), num_devices);
|
|
|
|
|
clGetDeviceIDs(NULL, CL_DEVICE_TYPE_ALL, num_devices, devices, NULL);
|
|
|
|
|
const int WINDOW_X = 150;
|
|
|
|
|
const int WINDOW_Y = 150;
|
|
|
|
|
|
|
|
|
|
char buf[128];
|
|
|
|
|
for (i = 0; i < num_devices; i++) {
|
|
|
|
|
clGetDeviceInfo(devices[i], CL_DEVICE_NAME, 128, buf, NULL);
|
|
|
|
|
fprintf(stdout, "Device %s supports ", buf);
|
|
|
|
|
|
|
|
|
|
clGetDeviceInfo(devices[i], CL_DEVICE_VERSION, 128, buf, NULL);
|
|
|
|
|
fprintf(stdout, "%s\n", buf);
|
|
|
|
|
}
|
|
|
|
|
int main(){
|
|
|
|
|
|
|
|
|
|
// ===================================================================== //
|
|
|
|
|
// ==== Opencl
|
|
|
|
|
|
|
|
|
|
free(devices);
|
|
|
|
|
|
|
|
|
|
int error = 0;
|
|
|
|
|
|
|
|
|
|
// Get the number of platforms
|
|
|
|
|
cl_uint platformIdCount = 0;
|
|
|
|
@ -40,28 +41,68 @@ int main(){
|
|
|
|
|
std::vector<cl_platform_id> platformIds (platformIdCount);
|
|
|
|
|
clGetPlatformIDs(platformIdCount, platformIds.data(), nullptr);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// get the number of devices, fetch them, choose the first one
|
|
|
|
|
cl_uint deviceIdCount = 0;
|
|
|
|
|
clGetDeviceIDs (platformIds [0], CL_DEVICE_TYPE_ALL, 0, nullptr,
|
|
|
|
|
&deviceIdCount);
|
|
|
|
|
std::vector<cl_device_id> deviceIds (deviceIdCount);
|
|
|
|
|
clGetDeviceIDs (platformIds [0], CL_DEVICE_TYPE_ALL, deviceIdCount,
|
|
|
|
|
deviceIds.data (), nullptr);
|
|
|
|
|
|
|
|
|
|
int error = 0;
|
|
|
|
|
// Try to get a GPU first
|
|
|
|
|
error = clGetDeviceIDs (platformIds [0], CL_DEVICE_TYPE_GPU, 0, nullptr,
|
|
|
|
|
&deviceIdCount);
|
|
|
|
|
|
|
|
|
|
if (deviceIdCount == 0) {
|
|
|
|
|
std::cout << "couldn't aquire a GPU, falling back to CPU" << std::endl;
|
|
|
|
|
error = clGetDeviceIDs(platformIds[0], CL_DEVICE_TYPE_CPU, 0, nullptr, &deviceIdCount);
|
|
|
|
|
error = clGetDeviceIDs(platformIds[0], CL_DEVICE_TYPE_CPU, deviceIdCount, deviceIds.data(), NULL);
|
|
|
|
|
} else {
|
|
|
|
|
std::cout << "aquired GPU cl target" << std::endl;
|
|
|
|
|
clGetDeviceIDs (platformIds[0], CL_DEVICE_TYPE_GPU, deviceIdCount, deviceIds.data (), nullptr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Hurray for standards!
|
|
|
|
|
// Setup the context properties to grab the current GL context
|
|
|
|
|
#ifdef linux
|
|
|
|
|
cl_context_properties context_properties[] = {
|
|
|
|
|
CL_GL_CONTEXT_KHR, (cl_context_properties) glXGetCurrentContext(),
|
|
|
|
|
CL_GLX_DISPLAY_KHR, (cl_context_properties) glXGetCurrentDisplay(),
|
|
|
|
|
CL_CONTEXT_PLATFORM, (cl_context_properties) platform,
|
|
|
|
|
0
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
#elif defined _WIN32
|
|
|
|
|
cl_context_properties context_properties[] = {
|
|
|
|
|
CL_GL_CONTEXT_KHR, (cl_context_properties) wglGetCurrentContext(),
|
|
|
|
|
CL_WGL_HDC_KHR, (cl_context_properties) wglGetCurrentDC(),
|
|
|
|
|
CL_CONTEXT_PLATFORM, (cl_context_properties) platform,
|
|
|
|
|
0
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Set the context's properties
|
|
|
|
|
const cl_context_properties contextProperties [] = {
|
|
|
|
|
CL_CONTEXT_PLATFORM,
|
|
|
|
|
reinterpret_cast<cl_context_properties> (platformIds [0]),
|
|
|
|
|
0, 0
|
|
|
|
|
#elif defined TARGET_OS_MAC
|
|
|
|
|
CGLContextObj glContext = CGLGetCurrentContext();
|
|
|
|
|
CGLShareGroupObj shareGroup = CGLGetShareGroup(glContext);
|
|
|
|
|
cl_context_properties context_properties[] = {
|
|
|
|
|
CL_CONTEXT_PROPERTY_USE_CGL_SHAREGROUP_APPLE,
|
|
|
|
|
(cl_context_properties)shareGroup,
|
|
|
|
|
0
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
cl_context context = clCreateContext (
|
|
|
|
|
contextProperties, deviceIdCount,
|
|
|
|
|
deviceIds.data (), nullptr,
|
|
|
|
|
nullptr, &error);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
// Create our shared context
|
|
|
|
|
auto context = clCreateContext(
|
|
|
|
|
context_properties,
|
|
|
|
|
deviceIdCount,
|
|
|
|
|
deviceIds.data(),
|
|
|
|
|
nullptr, nullptr,
|
|
|
|
|
&error
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
// And the cl command queue
|
|
|
|
|
auto commandQueue = clCreateCommandQueue(context, deviceIds[0], 0, NULL);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// At this point the shared GL/CL context is up and running
|
|
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
@ -108,7 +149,7 @@ void test_ray_reflection(){
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int main2() {
|
|
|
|
|
int main0() {
|
|
|
|
|
|
|
|
|
|
// Initialize the render window
|
|
|
|
|
Curses curse(sf::Vector2i(5, 5), sf::Vector2i(WINDOW_X, WINDOW_Y));
|
|
|
|
@ -136,7 +177,7 @@ int main2() {
|
|
|
|
|
window_sprite.setPosition(0, 0);
|
|
|
|
|
|
|
|
|
|
// State values
|
|
|
|
|
sf::Vector3i map_dim(50, 50, 50);
|
|
|
|
|
sf::Vector3i map_dim(100, 100, 100);
|
|
|
|
|
sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
|
|
|
|
|
sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
|
|
|
|
|
sf::Vector3f cam_pos(50, 50, 50);
|
|
|
|
@ -150,6 +191,7 @@ int main2() {
|
|
|
|
|
// Mouse capture
|
|
|
|
|
sf::Vector2i deltas;
|
|
|
|
|
sf::Vector2i fixed(window.getSize());
|
|
|
|
|
bool mouse_enabled = true;
|
|
|
|
|
|
|
|
|
|
while (window.isOpen()) {
|
|
|
|
|
|
|
|
|
@ -160,55 +202,12 @@ int main2() {
|
|
|
|
|
// If the user tries to exit the application via the GUI
|
|
|
|
|
if (event.type == sf::Event::Closed)
|
|
|
|
|
window.close();
|
|
|
|
|
|
|
|
|
|
if (event.type == sf::Event::KeyPressed) {
|
|
|
|
|
|
|
|
|
|
// CAMERA DIRECTION
|
|
|
|
|
if (event.key.code == sf::Keyboard::Left) {
|
|
|
|
|
cam_dir.z -= 0.1f;
|
|
|
|
|
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
|
|
|
|
|
}
|
|
|
|
|
if (event.key.code == sf::Keyboard::Right) {
|
|
|
|
|
cam_dir.z += 0.1f;
|
|
|
|
|
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
|
|
|
|
|
}
|
|
|
|
|
if (event.key.code == sf::Keyboard::Down) {
|
|
|
|
|
cam_dir.y += 0.1f;
|
|
|
|
|
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
|
|
|
|
|
}
|
|
|
|
|
if (event.key.code == sf::Keyboard::Up) {
|
|
|
|
|
cam_dir.y -= 0.1f;
|
|
|
|
|
std::cout << "X:" << cam_dir.x << " Y:" << cam_dir.y << " Z:" << cam_dir.z << std::endl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//// CAMERA POSITION
|
|
|
|
|
//if (event.key.code == sf::Keyboard::Q) {
|
|
|
|
|
// cam_pos.z -= 1;
|
|
|
|
|
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
|
|
|
|
|
//}
|
|
|
|
|
//if (event.key.code == sf::Keyboard::E) {
|
|
|
|
|
// cam_pos.z += 1;
|
|
|
|
|
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
|
|
|
|
|
//}
|
|
|
|
|
//if (event.key.code == sf::Keyboard::W) {
|
|
|
|
|
// cam_pos.y += 1;
|
|
|
|
|
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
|
|
|
|
|
//}
|
|
|
|
|
//if (event.key.code == sf::Keyboard::S) {
|
|
|
|
|
// cam_pos.y -= 1;
|
|
|
|
|
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
|
|
|
|
|
//}
|
|
|
|
|
//if (event.key.code == sf::Keyboard::A) {
|
|
|
|
|
// cam_pos.x += 1;
|
|
|
|
|
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
|
|
|
|
|
//}
|
|
|
|
|
//if (event.key.code == sf::Keyboard::D) {
|
|
|
|
|
// cam_pos.x -= 1;
|
|
|
|
|
// std::cout << "X:" << cam_pos.x << " Y:" << cam_pos.y << " Z:" << cam_pos.z << std::endl;
|
|
|
|
|
//}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
cam_vec.x = 0;
|
|
|
|
|
cam_vec.y = 0;
|
|
|
|
|
cam_vec.z = 0;
|
|
|
|
|
|
|
|
|
|
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
|
|
|
|
|
cam_vec.z = 1;
|
|
|
|
|
}
|
|
|
|
@ -227,68 +226,69 @@ int main2() {
|
|
|
|
|
if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
|
|
|
|
|
cam_vec.x = -1;
|
|
|
|
|
}
|
|
|
|
|
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
|
|
|
|
|
cam_dir.z = -0.1f;
|
|
|
|
|
}
|
|
|
|
|
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
|
|
|
|
|
cam_vec.z = +0.1f;
|
|
|
|
|
}
|
|
|
|
|
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) {
|
|
|
|
|
cam_vec.y = +0.1f;
|
|
|
|
|
}
|
|
|
|
|
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) {
|
|
|
|
|
cam_vec.y = -0.1f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
deltas = fixed - sf::Mouse::getPosition();
|
|
|
|
|
if (deltas != sf::Vector2i(0, 0))
|
|
|
|
|
sf::Mouse::setPosition(fixed);
|
|
|
|
|
|
|
|
|
|
cam_dir.y -= deltas.y / 300.0f;
|
|
|
|
|
cam_dir.z -= deltas.x / 300.0f;
|
|
|
|
|
|
|
|
|
|
cam_pos.x += cam_vec.x / 10.0;
|
|
|
|
|
cam_pos.y += cam_vec.y / 10.0;
|
|
|
|
|
cam_pos.z += cam_vec.z / 10.0;
|
|
|
|
|
if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
|
|
|
|
|
|
|
|
|
|
if (cam_vec.x > 0.0f)
|
|
|
|
|
cam_vec.x -= 0.1;
|
|
|
|
|
else if (cam_vec.x < 0.0f)
|
|
|
|
|
cam_vec.x += 0.1;
|
|
|
|
|
|
|
|
|
|
if (cam_vec.y > 0.0f)
|
|
|
|
|
cam_vec.y -= 0.1;
|
|
|
|
|
else if (cam_vec.y < 0.0f)
|
|
|
|
|
cam_vec.y += 0.1;
|
|
|
|
|
// Mouse movement
|
|
|
|
|
sf::Mouse::setPosition(fixed);
|
|
|
|
|
cam_dir.y -= deltas.y / 300.0f;
|
|
|
|
|
cam_dir.z -= deltas.x / 300.0f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (cam_vec.z > 0.0f)
|
|
|
|
|
cam_vec.z -= 0.1;
|
|
|
|
|
else if (cam_vec.z < 0.0f)
|
|
|
|
|
cam_vec.z += 0.1;
|
|
|
|
|
cam_pos.x += cam_vec.x / 1.0;
|
|
|
|
|
cam_pos.y += cam_vec.y / 1.0;
|
|
|
|
|
cam_pos.z += cam_vec.z / 1.0;
|
|
|
|
|
|
|
|
|
|
// if (cam_vec.x > 0.0f)
|
|
|
|
|
// cam_vec.x -= 0.1;
|
|
|
|
|
// else if (cam_vec.x < 0.0f)
|
|
|
|
|
// cam_vec.x += 0.1;
|
|
|
|
|
//
|
|
|
|
|
// if (cam_vec.y > 0.0f)
|
|
|
|
|
// cam_vec.y -= 0.1;
|
|
|
|
|
// else if (cam_vec.y < 0.0f)
|
|
|
|
|
// cam_vec.y += 0.1;
|
|
|
|
|
//
|
|
|
|
|
// if (cam_vec.z > 0.0f)
|
|
|
|
|
// cam_vec.z -= 0.1;
|
|
|
|
|
// else if (cam_vec.z < 0.0f)
|
|
|
|
|
// cam_vec.z += 0.1;
|
|
|
|
|
|
|
|
|
|
std::cout << cam_vec.x << " : " << cam_vec.y << " : " << cam_vec.z << std::endl;
|
|
|
|
|
|
|
|
|
|
// Get the elapsed time from the start of the application
|
|
|
|
|
elapsed_time = elap_time();
|
|
|
|
|
|
|
|
|
|
// Find the time that passed between now and the last frame
|
|
|
|
|
// Time keeping
|
|
|
|
|
elapsed_time = elap_time();
|
|
|
|
|
delta_time = elapsed_time - current_time;
|
|
|
|
|
|
|
|
|
|
// Set the time for the next frame to use
|
|
|
|
|
current_time = elapsed_time;
|
|
|
|
|
|
|
|
|
|
// If the time between the last frame and now was too large (lag)
|
|
|
|
|
// cull the time to a more acceptable value. So instead of jumping large
|
|
|
|
|
// amounts when lagging, the app only jumps in set increments
|
|
|
|
|
if (delta_time > 0.2f)
|
|
|
|
|
delta_time = 0.2f;
|
|
|
|
|
|
|
|
|
|
// Add the frame time to the accumulator, a running total of time we
|
|
|
|
|
// need to account for in the application
|
|
|
|
|
accumulator_time += delta_time;
|
|
|
|
|
|
|
|
|
|
// While we have time to step
|
|
|
|
|
while ((accumulator_time - step_size) >= step_size) {
|
|
|
|
|
accumulator_time -= step_size;
|
|
|
|
|
|
|
|
|
|
// Take away a step from the accumulator
|
|
|
|
|
accumulator_time -= step_size;
|
|
|
|
|
|
|
|
|
|
curse.Update(delta_time);
|
|
|
|
|
// And update the application for the amount of time alotted for one step
|
|
|
|
|
// Update(step_size);
|
|
|
|
|
}
|
|
|
|
|
// Update cycle
|
|
|
|
|
curse.Update(delta_time);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// map->moveLight(sf::Vector2f(0.3, 0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Fps cycle
|
|
|
|
|
// map->moveLight(sf::Vector2f(0.3, 0));
|
|
|
|
|
|
|
|
|
|
window.clear(sf::Color::Black);
|
|
|
|
|
|
|
|
|
|