Refactored the cl init stuff, added the rest of the image handling in.

The test kernel now draws a few pixels to the screen. Pretty much set up nowto start writing the raycaster
master
mitchellhansen 8 years ago
parent a7234675cb
commit c565d0facc

@ -1,19 +1,29 @@
__kernel void min_kern(
global char* in,
global char* map,
global int3* map_dim,
global int2* resolution,
global float3* projection_matrix,
global float3* cam_dir,
global float3* cam_pos
global float3* cam_pos,
__write_only image2d_t image
){
size_t id = get_global_id(0);
//printf("%i %c -- ", id, map[id]);
float4 black = (float4)(.49, .68, .81, 1);
int2 pixelcoord = (int2) (id, id);
write_imagef(image, pixelcoord, black);
//printf("%i %i -- ", id, map[id]);
//printf("%i, %i, %i\n", map_dim->x, map_dim->y, map_dim->z);
//printf("\n%i\nX: %f\nY: %f\nZ: %f\n", id, projection_matrix[id].x, projection_matrix[id].y, projection_matrix[id].z);
//printf("%f, %f, %f\n", cam_dir->x, cam_dir->y, cam_dir->z);
//printf("%f, %f, %f\n", cam_pos->x, cam_pos->y, cam_pos->z);
}

@ -65,164 +65,144 @@ int main() {
sf::Sprite s;
sf::Texture t;
{
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");
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
);
char map[100 * 100 * 100];
for (int i = 0; i < 100 * 100 * 100; i++) {
map[i] = '+';
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");
sf::Vector3i map_dim(100, 100, 100);
Map* map = new Map(map_dim);
cl_mem map_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
sizeof(char) * map_dim.x * map_dim.y * map_dim.z, map->list, NULL
);
cl_mem dim_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
sizeof(int) * 3, &map_dim, NULL
);
sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
cl_mem res_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
sizeof(int) * 2, &view_res, NULL
);
double y_increment_radians = DegreesToRadians(50.0 / view_res.y);
double x_increment_radians = DegreesToRadians(80.0 / view_res.x);
// SFML 2.4 has Vector4 datatypes.......
float view_matrix[view_res.x * view_res.y * 4];
for (int y = -view_res.y / 2; y < view_res.y / 2; y++) {
for (int x = -view_res.x / 2; x < view_res.x / 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 + view_res.x / 2) + view_res.x * (y + view_res.y / 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;
}
}
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 = 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;
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 * view_res.x * view_res.y, view_matrix, NULL
);
sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
float cam_dir[4] = {1, 0, 0, 0};
cl_mem cam_dir_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
sizeof(float) * 4, &cam_dir, NULL
);
cl_mem cam_dir_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
sizeof(float) * 4, cam_dir, NULL
);
float cam_pos[4] = {25, 25, 25, 0};
sf::Vector3f cam_pos(50, 50, 50);
cl_mem cam_pos_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
sizeof(float) * 4, &cam_pos, NULL
);
cl_mem cam_pos_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
sizeof(float) * 4, cam_pos, NULL
);
unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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");
for (int i = 0; i < 100 * 100 * 4; i += 4) {
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");
pixel_array[i] = 255; // R?
pixel_array[i + 1] = 255; // G?
pixel_array[i + 2] = 255; // B?
pixel_array[i + 3] = 100; // A?
}
c.run_kernel("min_kern");
t.create(100, 100);
t.update(pixel_array);
unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
int error;
for (int i = 0; i < 100 * 100 * 4; i += 4) {
cl_mem image_buff = clCreateFromGLTexture(
c.getContext(), CL_MEM_WRITE_ONLY, GL_TEXTURE_2D,
0, t.getNativeHandle(), &error);
pixel_array[i] = i % 255; // R?
pixel_array[i + 1] = 70; // G?
pixel_array[i + 2] = 100; // B?
pixel_array[i + 3] = 100; // A?
}
if (c.assert(error, "clCreateFromGLTexture"))
return -1;
t.create(100, 100);
t.update(pixel_array);
error = clEnqueueAcquireGLObjects(c.getCommandQueue(), 1, &image_buff, 0, 0, 0);
if (c.assert(error, "clEnqueueAcquireGLObjects"))
return -1;
int error;
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;
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.store_buffer(image_buff, "image_buffer");
//c.run_kernel("min_kern");
c.set_kernel_arg("min_kern", 0, "map_buffer");
c.set_kernel_arg("min_kern", 1, "dim_buffer");
c.set_kernel_arg("min_kern", 2, "res_buffer");
c.set_kernel_arg("min_kern", 3, "view_matrix_buffer");
c.set_kernel_arg("min_kern", 4, "cam_dir_buffer");
c.set_kernel_arg("min_kern", 5, "cam_pos_buffer");
c.set_kernel_arg("min_kern", 6, "image_buffer");
error = clEnqueueReleaseGLObjects(c.getCommandQueue(), 1, &image_buff, 0, NULL, NULL);
if (c.assert(error, "clEnqueueReleaseGLObjects"))
return -1;
s.setTexture(t);
c.run_kernel("min_kern");
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;
@ -243,12 +223,12 @@ int main() {
window_sprite.setPosition(0, 0);
// State values
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);
sf::Vector3f cam_vec(0, 0, 0);
Map* map = new Map(map_dim);
RayCaster ray_caster(map, map_dim, view_res);
@ -355,7 +335,7 @@ int main() {
window.draw(s);
window.display();
}

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