some tweaks, switching to windows for the weekend

master
mitchellhansen 8 years ago
parent cf607382a9
commit 9c99f9edd0

@ -112,7 +112,7 @@ __kernel void min_kern(
return;
}
if (voxel.y >= map_dim->x) {
write_imagef(image, pixel, (float4)(.00, .99, .00, 1));
write_imagef(image, pixel, (float4)(.00, .44, .00, 1));
return;
}
@ -133,7 +133,7 @@ __kernel void min_kern(
int index = voxel.x + map_dim->x * (voxel.y + map_dim->z * voxel.z);
int voxel_data = map[index];
if (id == 100)
if (id == 240000)
printf("%i, %i, %i\n", voxel.x, voxel.y, voxel.z);
switch (voxel_data) {
@ -141,7 +141,9 @@ __kernel void min_kern(
write_imagef(image, pixel, (float4)(.50, .00, .00, 1));
return;
case 2:
write_imagef(image, pixel, (float4)(.00, .50, .00, 1.00));
write_imagef(image, pixel, (float4)(.00, .50, .40, 1.00));
if (id == 249000)
printf("%i\n", voxel_data);
return;
case 3:
write_imagef(image, pixel, (float4)(.00, .00, .50, 1.00));
@ -158,7 +160,7 @@ __kernel void min_kern(
}
dist++;
} while (dist < 200);
} while (dist < 600);
write_imagef(image, pixel, (float4)(.00, .00, .00, .00));

@ -149,7 +149,7 @@ sf::Color Ray::Cast() {
dist++;
} while (dist < 200);
} while (dist < 600);
// Ray timeout color
return sf::Color::Cyan;

@ -29,12 +29,12 @@
#include "RayCaster.h"
#include "CL_Wrapper.h"
const int WINDOW_X = 100;
const int WINDOW_Y = 100;
const int WINDOW_X = 500;
const int WINDOW_Y = 500;
const int MAP_X = 500;
const int MAP_Y = 500;
const int MAP_Z = 500;
float elap_time(){
static std::chrono::time_point<std::chrono::system_clock> start;
@ -73,7 +73,7 @@ int main() {
c.compile_kernel("../kernels/kernel.c", true, "hello");
c.compile_kernel("../kernels/minimal_kernel.c", true, "min_kern");
sf::Vector3i map_dim(100, 100, 100);
sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z);
Map* map = new Map(map_dim);
map->setVoxel(sf::Vector3i(77, 50, 85), 5);
@ -139,7 +139,7 @@ int main() {
sizeof(float) * 3 * view_res.x * view_res.y, view_matrix, NULL
);
sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
sf::Vector3f cam_dir(1.0f, 0.0f, 1.00f);
cl_mem cam_dir_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
@ -156,7 +156,7 @@ int main() {
unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
for (int i = 0; i < 100 * 100 * 4; i += 4) {
for (int i = 0; i < WINDOW_X * WINDOW_Y * 4; i += 4) {
pixel_array[i] = 255; // R?
pixel_array[i + 1] = 255; // G?
@ -164,7 +164,7 @@ int main() {
pixel_array[i + 3] = 100; // A?
}
t.create(100, 100);
t.create(WINDOW_X, WINDOW_Y);
t.update(pixel_array);
@ -199,7 +199,7 @@ int main() {
c.set_kernel_arg("min_kern", 5, "cam_pos_buffer");
c.set_kernel_arg("min_kern", 6, "image_buffer");
const int size = 100 * 100;
const int size = WINDOW_X * WINDOW_Y;
c.run_kernel("min_kern", size);
@ -325,20 +325,20 @@ int main() {
window.clear(sf::Color::Black);
// Cast the rays and get the image
sf::Color* pixel_colors = ray_caster.CastRays(cam_dir, cam_pos);
//sf::Color* pixel_colors = ray_caster.CastRays(cam_dir, cam_pos);
// Cast it to an array of Uint8's
auto out = (sf::Uint8*)pixel_colors;
//auto out = (sf::Uint8*)pixel_colors;
window_texture.update(out);
window_sprite.setTexture(window_texture);
window.draw(window_sprite);
//window_texture.update(out);
//window_sprite.setTexture(window_texture);
//window.draw(window_sprite);
// Give the frame counter the frame time and draw the average frame time
fps.frame(delta_time);
fps.draw(&window);
s.setPosition(0, 0);
window.draw(s);
window.display();

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