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@ -65,164 +65,144 @@ int main() {
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sf::Sprite s;
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sf::Texture t;
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{
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CL_Wrapper c;
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c.acquire_platform_and_device();
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c.create_shared_context();
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c.create_command_queue();
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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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std::string in = "hello!!!!!!!!!!!!!!!!!!!!!";
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cl_mem buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR,
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sizeof(char) * 128, &in[0], NULL
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);
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char map[100 * 100 * 100];
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for (int i = 0; i < 100 * 100 * 100; i++) {
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map[i] = '+';
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}
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map[0] = 'a';
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cl_mem map_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(char) * 100 * 100 * 100, map, NULL
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);
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int dim[3] = {101, 100, 99};
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cl_mem dim_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(int) * 3, dim, NULL
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);
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int res[2] = {100, 99};
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cl_mem res_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(int) * 2, res, NULL
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);
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double y_increment_radians = DegreesToRadians(50.0 / res[1]);
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double x_increment_radians = DegreesToRadians(80.0 / res[0]);
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// SFML 2.4 has Vector4 datatypes.......
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float view_matrix[res[0] * res[1] * 4];
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for (int y = -res[1] / 2; y < res[1] / 2; y++) {
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for (int x = -res[0] / 2; x < res[0] / 2; x++) {
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// The base ray direction to slew from
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sf::Vector3f ray(1, 0, 0);
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// Y axis, pitch
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ray = sf::Vector3f(
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ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y),
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ray.y,
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ray.z * cos(y_increment_radians * y) - ray.x * sin(y_increment_radians * y)
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);
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// Z axis, yaw
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ray = sf::Vector3f(
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ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x),
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ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x),
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ray.z
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);
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int index = (x + res[0] / 2) + res[0] * (y + res[1] / 2);
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ray = Normalize(ray);
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view_matrix[index * 4 + 0] = ray.x;
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view_matrix[index * 4 + 1] = ray.y;
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view_matrix[index * 4 + 2] = ray.z;
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view_matrix[index * 4 + 3] = 0;
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}
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CL_Wrapper c;
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c.acquire_platform_and_device();
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c.create_shared_context();
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c.create_command_queue();
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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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Map* map = new Map(map_dim);
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cl_mem map_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(char) * map_dim.x * map_dim.y * map_dim.z, map->list, NULL
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);
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cl_mem dim_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(int) * 3, &map_dim, NULL
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);
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sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
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cl_mem res_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(int) * 2, &view_res, NULL
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);
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double y_increment_radians = DegreesToRadians(50.0 / view_res.y);
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double x_increment_radians = DegreesToRadians(80.0 / view_res.x);
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// SFML 2.4 has Vector4 datatypes.......
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float view_matrix[view_res.x * view_res.y * 4];
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for (int y = -view_res.y / 2; y < view_res.y / 2; y++) {
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for (int x = -view_res.x / 2; x < view_res.x / 2; x++) {
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// The base ray direction to slew from
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sf::Vector3f ray(1, 0, 0);
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// Y axis, pitch
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ray = sf::Vector3f(
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ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y),
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ray.y,
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ray.z * cos(y_increment_radians * y) - ray.x * sin(y_increment_radians * y)
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);
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// Z axis, yaw
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ray = sf::Vector3f(
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ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x),
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ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x),
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ray.z
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);
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int index = (x + view_res.x / 2) + view_res.x * (y + view_res.y / 2);
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ray = Normalize(ray);
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view_matrix[index * 4 + 0] = ray.x;
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view_matrix[index * 4 + 1] = ray.y;
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view_matrix[index * 4 + 2] = ray.z;
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view_matrix[index * 4 + 3] = 0;
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}
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}
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// int ind = 4;
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// std::cout << "\nX: " << view_matrix[ind]
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// << "\nY: " << view_matrix[ind + 1]
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// << "\nZ: " << view_matrix[ind + 2]
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// << "\npad: " << view_matrix[ind + 3];
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//
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// std::cout << "\n======================" << std::endl;
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cl_mem view_matrix_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(float) * 3 * view_res.x * view_res.y, view_matrix, NULL
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);
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cl_mem view_matrix_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(float) * 3 * res[0] * res[1], 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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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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sizeof(float) * 4, &cam_dir, NULL
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);
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float cam_dir[4] = {1, 0, 0, 0};
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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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sizeof(float) * 4, cam_dir, NULL
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);
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sf::Vector3f cam_pos(50, 50, 50);
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cl_mem cam_pos_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(float) * 4, &cam_pos, NULL
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);
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float cam_pos[4] = {25, 25, 25, 0};
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cl_mem cam_pos_buff = clCreateBuffer(
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c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
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sizeof(float) * 4, cam_pos, NULL
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);
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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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c.store_buffer(buff, "buffer_1");
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c.store_buffer(map_buff, "map_buffer");
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c.store_buffer(dim_buff, "dim_buffer");
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c.store_buffer(res_buff, "res_buffer");
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c.store_buffer(view_matrix_buff, "view_matrix_buffer");
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c.store_buffer(cam_dir_buff, "cam_dir_buffer");
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c.store_buffer(cam_pos_buff, "cam_pos_buffer");
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pixel_array[i] = 255; // R?
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pixel_array[i + 1] = 255; // G?
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pixel_array[i + 2] = 255; // B?
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pixel_array[i + 3] = 100; // A?
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}
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c.set_kernel_arg("min_kern", 0, "buffer_1");
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c.set_kernel_arg("min_kern", 1, "map_buffer");
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c.set_kernel_arg("min_kern", 2, "dim_buffer");
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c.set_kernel_arg("min_kern", 3, "res_buffer");
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c.set_kernel_arg("min_kern", 4, "view_matrix_buffer");
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c.set_kernel_arg("min_kern", 5, "cam_dir_buffer");
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c.set_kernel_arg("min_kern", 6, "cam_pos_buffer");
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t.create(100, 100);
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t.update(pixel_array);
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c.run_kernel("min_kern");
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int error;
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unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
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cl_mem image_buff = clCreateFromGLTexture(
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c.getContext(), CL_MEM_WRITE_ONLY, GL_TEXTURE_2D,
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0, t.getNativeHandle(), &error);
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for (int i = 0; i < 100 * 100 * 4; i += 4) {
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if (c.assert(error, "clCreateFromGLTexture"))
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return -1;
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pixel_array[i] = i % 255; // R?
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pixel_array[i + 1] = 70; // G?
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pixel_array[i + 2] = 100; // B?
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pixel_array[i + 3] = 100; // A?
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}
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error = clEnqueueAcquireGLObjects(c.getCommandQueue(), 1, &image_buff, 0, 0, 0);
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if (c.assert(error, "clEnqueueAcquireGLObjects"))
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return -1;
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t.create(100, 100);
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t.update(pixel_array);
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int error;
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cl_mem image_buff = clCreateFromGLTexture(c.getContext(), CL_MEM_WRITE_ONLY, GL_TEXTURE_2D, 0, t.getNativeHandle(), &error);
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if (c.assert(error, "clCreateFromGLTexture"))
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return -1;
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c.store_buffer(map_buff, "map_buffer");
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c.store_buffer(dim_buff, "dim_buffer");
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c.store_buffer(res_buff, "res_buffer");
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c.store_buffer(view_matrix_buff, "view_matrix_buffer");
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c.store_buffer(cam_dir_buff, "cam_dir_buffer");
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c.store_buffer(cam_pos_buff, "cam_pos_buffer");
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c.store_buffer(image_buff, "image_buffer");
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error = clEnqueueAcquireGLObjects(c.getCommandQueue(), 1, &image_buff, 0, 0, 0);
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if (c.assert(error, "clEnqueueAcquireGLObjects"))
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return -1;
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c.set_kernel_arg("min_kern", 0, "map_buffer");
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c.set_kernel_arg("min_kern", 1, "dim_buffer");
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c.set_kernel_arg("min_kern", 2, "res_buffer");
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c.set_kernel_arg("min_kern", 3, "view_matrix_buffer");
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c.set_kernel_arg("min_kern", 4, "cam_dir_buffer");
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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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//c.run_kernel("min_kern");
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error = clEnqueueReleaseGLObjects(c.getCommandQueue(), 1, &image_buff, 0, NULL, NULL);
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if (c.assert(error, "clEnqueueReleaseGLObjects"))
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return -1;
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c.run_kernel("min_kern");
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s.setTexture(t);
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error = clEnqueueReleaseGLObjects(c.getCommandQueue(), 1, &image_buff, 0, NULL, NULL);
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if (c.assert(error, "clEnqueueReleaseGLObjects"))
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return -1;
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s.setTexture(t);
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}
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// The step size in milliseconds between calls to Update()
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// Lets set it to 16.6 milliseonds (60FPS)
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float step_size = 0.0166f;
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@ -243,12 +223,12 @@ int main() {
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window_sprite.setPosition(0, 0);
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// State values
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sf::Vector3i map_dim(100, 100, 100);
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sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
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sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f);
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sf::Vector3f cam_pos(50, 50, 50);
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sf::Vector3f cam_vec(0, 0, 0);
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Map* map = new Map(map_dim);
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RayCaster ray_caster(map, map_dim, view_res);
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