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