@ -15,6 +15,7 @@
# include <windows.h>
# elif defined TARGET_OS_MAC
# include <OpenGL/gl.h>
# include <OpenGL / OpenGL.h>
# include <OpenCL / opencl.h>
# include <OpenCL/cl_gl_ext.h>
@ -33,142 +34,195 @@ const int WINDOW_Y = 150;
int main ( ) {
CL_Wrapper c ;
c . acquire_platform_and_device ( ) ;
c . create_shared_context ( ) ;
c . create_command_queue ( ) ;
c . compile_kernel ( " ../kernels/kernel.c " , true , " hello " ) ;
c . compile_kernel ( " ../kernels/minimal_kernel.c " , true , " min_kern " ) ;
float elap_time ( ) {
static std : : chrono : : time_point < std : : chrono : : system_clock > start ;
static bool started = false ;
std : : string in = " hello!!!!!!!!!!!!!!!!!!!!! " ;
cl_mem buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR ,
sizeof ( char ) * 128 , & in [ 0 ] , NULL
) ;
if ( ! started ) {
start = std : : chrono : : system_clock : : now ( ) ;
started = true ;
}
char map [ 100 * 100 * 100 ] ;
std : : chrono : : time_point < std : : chrono : : system_clock > now = std : : chrono : : system_clock : : now ( ) ;
std : : chrono : : duration < double > elapsed_time = now - start ;
return elapsed_time . count ( ) ;
}
for ( int i = 0 ; i < 100 * 100 * 100 ; i + + ) {
map [ i ] = ' + ' ;
}
sf : : Sprite window_sprite ;
sf : : Texture window_texture ;
map [ 0 ] = ' a ' ;
// Y: -1.57 is straight up
// Y: 1.57 is straight down
cl_mem map_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( char ) * 100 * 100 * 100 , map , NULL
) ;
int dim [ 3 ] = { 101 , 100 , 99 } ;
int main ( ) {
cl_mem dim_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( int ) * 3 , dim , NULL
) ;
sf : : RenderWindow window ( sf : : VideoMode ( WINDOW_X , WINDOW_Y ) , " SFML " ) ;
int res [ 2 ] = { 100 , 99 } ;
cl_mem res_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( int ) * 2 , res , NULL
) ;
sf : : Sprite s ;
sf : : Texture t ;
double y_increment_radians = DegreesToRadians ( 50.0 / res [ 1 ] ) ;
double x_increment_radians = DegreesToRadians ( 80.0 / res [ 0 ] ) ;
{
CL_Wrapper c ;
c . acquire_platform_and_device ( ) ;
c . create_shared_context ( ) ;
c . create_command_queue ( ) ;
// SFML 2.4 has Vector4 datatypes.......
sf : : Vector3f * view_plane_vectors = new sf : : Vector3f [ res [ 0 ] * res [ 1 ] ] ;
for ( int y = - res [ 1 ] / 2 ; y < res [ 1 ] / 2 ; y + + ) {
for ( int x = - res [ 0 ] / 2 ; x < res [ 0 ] / 2 ; x + + ) {
c . compile_kernel ( " ../kernels/kernel.c " , true , " hello " ) ;
c . compile_kernel ( " ../kernels/minimal_kernel.c " , true , " min_kern " ) ;
// The base ray direction to slew from
sf : : Vector3f ray ( 1 , 0 , 0 ) ;
std : : string in = " hello!!!!!!!!!!!!!!!!!!!!! " ;
cl_mem buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR ,
sizeof ( char ) * 128 , & in [ 0 ] , NULL
) ;
// Y axis, pitch
ray = sf : : Vector3f (
ray . z * sin ( y_increment_radians * y ) + ray . x * cos ( y_increment_radians * y ) ,
ray . y ,
ray . z * cos ( y_increment_radians * y ) - ray . x * sin ( y_increment_radians * y )
) ;
char map [ 100 * 100 * 100 ] ;
// Z axis, yaw
ray = sf : : Vector3f (
ray . x * cos ( x_increment_radians * x ) - ray . y * sin ( x_increment_radians * x ) ,
ray . x * sin ( x_increment_radians * x ) + ray . y * cos ( x_increment_radians * x ) ,
ray . z
) ;
for ( int i = 0 ; i < 100 * 100 * 100 ; i + + ) {
map [ i ] = ' + ' ;
}
int index = ( x + res [ 0 ] / 2 ) + res [ 0 ] * ( y + res [ 1 ] / 2 ) ;
view_plane_vectors [ index ] = Normalize ( ray ) ;
map [ 0 ] = ' a ' ;
cl_mem map_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( char ) * 100 * 100 * 100 , map , NULL
) ;
int dim [ 3 ] = { 101 , 100 , 99 } ;
cl_mem dim_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( int ) * 3 , dim , NULL
) ;
int res [ 2 ] = { 100 , 99 } ;
cl_mem res_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( int ) * 2 , res , NULL
) ;
double y_increment_radians = DegreesToRadians ( 50.0 / res [ 1 ] ) ;
double x_increment_radians = DegreesToRadians ( 80.0 / res [ 0 ] ) ;
// SFML 2.4 has Vector4 datatypes.......
float view_matrix [ res [ 0 ] * res [ 1 ] * 4 ] ;
for ( int y = - res [ 1 ] / 2 ; y < res [ 1 ] / 2 ; y + + ) {
for ( int x = - res [ 0 ] / 2 ; x < res [ 0 ] / 2 ; x + + ) {
// The base ray direction to slew from
sf : : Vector3f ray ( 1 , 0 , 0 ) ;
// Y axis, pitch
ray = sf : : Vector3f (
ray . z * sin ( y_increment_radians * y ) + ray . x * cos ( y_increment_radians * y ) ,
ray . y ,
ray . z * cos ( y_increment_radians * y ) - ray . x * sin ( y_increment_radians * y )
) ;
// Z axis, yaw
ray = sf : : Vector3f (
ray . x * cos ( x_increment_radians * x ) - ray . y * sin ( x_increment_radians * x ) ,
ray . x * sin ( x_increment_radians * x ) + ray . y * cos ( x_increment_radians * x ) ,
ray . z
) ;
int index = ( x + res [ 0 ] / 2 ) + res [ 0 ] * ( y + res [ 1 ] / 2 ) ;
ray = Normalize ( ray ) ;
view_matrix [ index * 4 + 0 ] = ray . x ;
view_matrix [ index * 4 + 1 ] = ray . y ;
view_matrix [ index * 4 + 2 ] = ray . z ;
view_matrix [ index * 4 + 3 ] = 0 ;
}
}
}
int ind = 1 ;
std : : cout < < " \n X: " < < view_plane_vectors [ ind ] . x
< < " \n Y: " < < view_plane_vectors [ ind ] . y
< < " \n Z: " < < view_plane_vectors [ ind ] . z ;
// int ind = 4;
// std::cout << "\nX: " << view_matrix[ind]
// << "\nY: " << view_matrix[ind + 1]
// << "\nZ: " << view_matrix[ind + 2]
// << "\npad: " << view_matrix[ind + 3];
//
// std::cout << "\n======================" << std::endl;
std : : cout < < " \n ====================== " < < std : : endl ;
cl_mem view_matrix_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( float ) * 3 * res [ 0 ] * res [ 1 ] , view_matrix , NULL
) ;
cl_mem view_matrix_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( float ) * 3 * res [ 0 ] * res [ 1 ] , & view_plane_vectors [ 0 ] , NULL
) ;
c . store_buffer ( buff , " buffer_1 " ) ;
c . store_buffer ( map_buff , " map_buffer " ) ;
c . store_buffer ( dim_buff , " dim_buffer " ) ;
c . store_buffer ( res_buff , " res_buffer " ) ;
c . store_buffer ( view_matrix_buff , " view_matrix_buffer " ) ;
float cam_dir [ 4 ] = { 1 , 0 , 0 , 0 } ;
c . set_kernel_arg ( " min_kern " , 0 , " buffer_1 " ) ;
c . set_kernel_arg ( " min_kern " , 1 , " map_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 2 , " dim_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 3 , " res_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 4 , " view_matrix_buffer " ) ;
cl_mem cam_dir_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( float ) * 4 , cam_dir , NULL
) ;
c . run_kernel ( " min_kern " ) ;
float cam_pos [ 4 ] = { 25 , 25 , 25 , 0 } ;
cl_mem cam_pos_buff = clCreateBuffer (
c . getContext ( ) , CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR ,
sizeof ( float ) * 4 , cam_pos , NULL
) ;
} ;
c . store_buffer ( buff , " buffer_1 " ) ;
c . store_buffer ( map_buff , " map_buffer " ) ;
c . store_buffer ( dim_buff , " dim_buffer " ) ;
c . store_buffer ( res_buff , " res_buffer " ) ;
c . store_buffer ( view_matrix_buff , " view_matrix_buffer " ) ;
c . store_buffer ( cam_dir_buff , " cam_dir_buffer " ) ;
c . store_buffer ( cam_pos_buff , " cam_pos_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 0 , " buffer_1 " ) ;
c . set_kernel_arg ( " min_kern " , 1 , " map_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 2 , " dim_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 3 , " res_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 4 , " view_matrix_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 5 , " cam_dir_buffer " ) ;
c . set_kernel_arg ( " min_kern " , 6 , " cam_pos_buffer " ) ;
c . run_kernel ( " min_kern " ) ;
unsigned char * pixel_array = new sf : : Uint8 [ WINDOW_X * WINDOW_Y * 4 ] ;
float elap_time ( ) {
static std : : chrono : : time_point < std : : chrono : : system_clock > start ;
static bool started = false ;
for ( int i = 0 ; i < 100 * 100 * 4 ; i + = 4 ) {
if ( ! started ) {
start = std : : chrono : : system_clock : : now ( ) ;
started = true ;
}
pixel_array [ i ] = i % 255 ; // R?
pixel_array [ i + 1 ] = 70 ; // G?
pixel_array [ i + 2 ] = 100 ; // B?
pixel_array [ i + 3 ] = 100 ; // A?
}
std : : chrono : : time_point < std : : chrono : : system_clock > now = std : : chrono : : system_clock : : now ( ) ;
std : : chrono : : duration < double > elapsed_time = now - start ;
return elapsed_time . count ( ) ;
}
t . create ( 100 , 100 ) ;
t . update ( pixel_array ) ;
sf : : Sprite window_sprite ;
sf : : Texture window_texture ;
int error ;
// Y: -1.57 is straight up
// Y: 1.57 is straight down
cl_mem image_buff = clCreateFromGLTexture ( c . getContext ( ) , CL_MEM_WRITE_ONLY , GL_TEXTURE_2D , 0 , t . getNativeHandle ( ) , & error ) ;
if ( c . assert ( error , " clCreateFromGLTexture " ) )
return - 1 ;
error = clEnqueueAcquireGLObjects ( c . getCommandQueue ( ) , 1 , & image_buff , 0 , 0 , 0 ) ;
if ( c . assert ( error , " clEnqueueAcquireGLObjects " ) )
return - 1 ;
int main0 ( ) {
//c.run_kernel("min_kern");
// Initialize the render window
Curses curse ( sf : : Vector2i ( 5 , 5 ) , sf : : Vector2i ( WINDOW_X , WINDOW_Y ) ) ;
sf : : RenderWindow window ( sf : : VideoMode ( WINDOW_X , WINDOW_Y ) , " SFML " ) ;
error = clEnqueueReleaseGLObjects ( c . getCommandQueue ( ) , 1 , & image_buff , 0 , NULL , NULL ) ;
if ( c . assert ( error , " clEnqueueReleaseGLObjects " ) )
return - 1 ;
s . setTexture ( t ) ;
}
// The step size in milliseconds between calls to Update()
// Lets set it to 16.6 milliseonds (60FPS)
float step_size = 0.0166f ;
@ -183,7 +237,7 @@ int main0() {
fps_counter fps ;
// ============================= RAYCASTER SETUP ==================================
// Setup the sprite and texture
window_texture . create ( WINDOW_X , WINDOW_Y ) ;
window_sprite . setPosition ( 0 , 0 ) ;
@ -264,21 +318,6 @@ int main0() {
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 ;
@ -292,31 +331,17 @@ int main0() {
while ( ( accumulator_time - step_size ) > = step_size ) {
accumulator_time - = step_size ;
// Update cycle
curse . Update ( delta_time ) ;
}
// Fps cycle
// map->moveLight(sf::Vector2f(0.3, 0));
window . clear ( sf : : Color : : Black ) ;
// Cast the rays and get the image
sf : : Color * pixel_colors = ray_caster . CastRays ( cam_dir , cam_pos ) ;
for ( int i = 0 ; i < WINDOW_X * WINDOW_Y ; i + + ) {
Curses : : Tile t ( sf : : Vector2i ( i % WINDOW_X , i / WINDOW_X ) ) ;
Curses : : Slot s ( L ' \ u0045 ' , pixel_colors [ i ] , sf : : Color : : Black ) ;
t . push_back ( s ) ;
curse . setTile ( t ) ;
}
// Cast it to an array of Uint8's
auto out = ( sf : : Uint8 * ) pixel_colors ;
@ -324,18 +349,15 @@ int main0() {
window_sprite . setTexture ( window_texture ) ;
window . draw ( window_sprite ) ;
curse . Render ( ) ;
// Give the frame counter the frame time and draw the average frame time
fps . frame ( delta_time ) ;
fps . draw ( & window ) ;
window . display ( ) ;
window . draw ( s ) ;
window . display ( ) ;
}
return 0 ;
}