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@ -2,8 +2,18 @@
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CLCaster::CLCaster() {}
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CLCaster::~CLCaster() {
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// Causes sigabrt??
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//release_map();
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//release_camera();
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//release_octree();
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release_viewport();
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delete[] viewport_matrix;
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delete[] viewport_image;
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camera.reset();
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map.reset();
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}
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bool CLCaster::init() {
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@ -222,7 +232,6 @@ bool CLCaster::compute() {
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// There is a possibility that I would want to move this over to be all inside it's own
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// container to make it so it can be changed via CL_MEM_USE_HOST_PTR. But I doubt it
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// would ever be called enough to warrant that
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// TODO : Move CL interaction into the CLCaster?
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bool CLCaster::create_viewport(int width, int height, float v_fov, float h_fov) {
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// CL needs the screen resolution
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@ -235,40 +244,28 @@ bool CLCaster::create_viewport(int width, int height, float v_fov, float h_fov)
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// This could be modified to make some odd looking camera lenses
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double y_increment_radians = DegreesToRadians(v_fov / view_res.y);
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double x_increment_radians = DegreesToRadians(h_fov / view_res.x);
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viewport_matrix = new sf::Vector4f[width * height * 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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static_cast<float>(ray.z * sin(y_increment_radians * y) + ray.x * cos(y_increment_radians * y)),
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static_cast<float>(ray.y),
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static_cast<float>(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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static_cast<float>(ray.x * cos(x_increment_radians * x) - ray.y * sin(x_increment_radians * x)),
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static_cast<float>(ray.x * sin(x_increment_radians * x) + ray.y * cos(x_increment_radians * x)),
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static_cast<float>(ray.z)
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);
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sf::Vector3f ray(-800, x, y);
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// correct for the base ray pointing to (1, 0, 0) as (0, 0). Should equal (1.57, 0)
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ray = sf::Vector3f(
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static_cast<float>(ray.z * sin(-1.57) + ray.x * cos(-1.57)),
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static_cast<float>(ray.z * sin(1.57) + ray.x * cos(1.57)),
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static_cast<float>(ray.y),
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static_cast<float>(ray.z * cos(-1.57) - ray.x * sin(-1.57))
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static_cast<float>(ray.z * cos(1.57) - ray.x * sin(1.57))
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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.y += (rand() % 1000) / 100000.0;
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ray.x += (rand() % 1000) / 100000.0;
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ray.z += (rand() % 1000) / 100000.0;
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ray = Normalize(ray);
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int index = (x + view_res.x / 2) + view_res.x * (y + view_res.y / 2);
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viewport_matrix[index] = sf::Vector4f(
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ray.x,
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@ -306,6 +303,18 @@ bool CLCaster::create_viewport(int width, int height, float v_fov, float h_fov)
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}
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bool CLCaster::release_viewport() {
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bool success = true;
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if (!release_buffer("viewport_resolution"))
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success = false;
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if (!release_buffer("viewport_matrix"))
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success = false;
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if (!release_buffer("image"))
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success = false;
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return success;
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}
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bool CLCaster::assign_lights(std::vector<PackedData> *data) {
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// Get a pointer to the packed light data
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@ -855,6 +864,7 @@ bool CLCaster::release_buffer(std::string buffer_name) {
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if (buffer_map.count(buffer_name) > 0) {
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clFinish(command_queue);
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int error = clReleaseMemObject(buffer_map.at(buffer_name));
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if (cl_assert(error)) {
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@ -1160,6 +1170,7 @@ std::string CLCaster::cl_err_lookup(int error_code) {
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}
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CLCaster::device::device(cl_device_id device_id, cl_platform_id platform_id) {
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this->device_id = device_id;
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