Reveting to an older build. Something on the mac build stopped my card from running it.

Added camera class
Added a create_buffer method
Cleaned up much of the main function
Added Vector4 class, ported from sf::Vector3
Various other edits
master
8 years ago
parent 3220a03677
commit fecf8dd8ee

@ -1,15 +1,15 @@
uint4 white_light(uint4 input, float3 light, int3 mask) {
float4 white_light(float4 input, float3 light, int3 mask) {
input.w = input.w + acos(
dot(
normalize(light),
normalize(fabs(convert_float3(mask)))
)
) * 50;
) / 2;
return (input);
return input;
}
@ -25,24 +25,16 @@ __kernel void min_kern(
__write_only image2d_t image
){
// Get the pixel position of this worker
size_t id = get_global_id(0);
int2 pixel = {id % resolution->x, id / resolution->x};
// Slew the ray into it's correct position based on the view matrix's starting position
// and the camera's current direction
float3 ray_dir = projection_matrix[pixel.x + resolution->x * pixel.y];
// Yaw
ray_dir = (float3)(
ray_dir.z * sin(cam_dir->y) + ray_dir.x * cos(cam_dir->y),
ray_dir.y,
ray_dir.z * cos(cam_dir->y) - ray_dir.x * sin(cam_dir->y)
);
// Pitch
ray_dir = (float3)(
ray_dir.x * cos(cam_dir->z) - ray_dir.y * sin(cam_dir->z),
ray_dir.x * sin(cam_dir->z) + ray_dir.y * cos(cam_dir->z),
@ -53,6 +45,10 @@ __kernel void min_kern(
int3 voxel_step = {1, 1, 1};
voxel_step *= (ray_dir > 0) - (ray_dir < 0);
/*voxel_step.x *= (ray_dir.x > 0) - (ray_dir.x < 0);
voxel_step.y *= (ray_dir.y > 0) - (ray_dir.y < 0);
voxel_step.z *= (ray_dir.z > 0) - (ray_dir.z < 0);*/
// Setup the voxel coords from the camera origin
int3 voxel = convert_int3(*cam_pos);
@ -64,26 +60,21 @@ __kernel void min_kern(
// for all 3 axis XYZ.
float3 intersection_t = delta_t;
// Create a psuedo random number for view fog
int2 randoms = { 3, 14 };
uint seed = randoms.x + id;
uint t = seed ^ (seed << 11);
uint result = randoms.y ^ (randoms.y >> 19) ^ (t ^ (t >> 8));
// Distance a ray can travel before it terminates
int max_dist = 200 + result % 50;
int max_dist = 500 + result % 50;
int dist = 0;
// Bitmask to keep track of which axis was tripped
int3 mask = { 0, 0, 0 };
// Andrew Woo's raycasting algo
do {
// Non-branching test of the lowest delta_t value
mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
// Based on the result increment the voxel and intersection
float3 thing = delta_t * fabs(convert_float3(mask.xyz));
intersection_t += delta_t * fabs(convert_float3(mask.xyz));
voxel.xyz += voxel_step.xyz * mask.xyz;
@ -91,15 +82,12 @@ __kernel void min_kern(
int3 overshoot = voxel <= *map_dim;
int3 undershoot = voxel > 0;
// "Sky"
if (overshoot.x == 0 || overshoot.y == 0 || overshoot.z == 0 || undershoot.x == 0 || undershoot.y == 0){
write_imageui(image, pixel, (uint4)(135, 206, 235, 255));
write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
return;
}
// "Water"
if (undershoot.z == 0) {
write_imageui(image, pixel, (uint4)(64, 164, 223, 255));
write_imagef(image, pixel, (float4)(.14, .30, .50, 1.0));
return;
}
@ -110,23 +98,23 @@ __kernel void min_kern(
if (voxel_data != 0) {
switch (voxel_data) {
case 1:
write_imageui(image, pixel, (uint4)(50, 0, 0, 255));
write_imagef(image, pixel, (float4)(.50, .00, .00, 1));
return;
case 2:
write_imageui(image, pixel, (uint4)(0, 50, 40, 255));
write_imagef(image, pixel, (float4)(.00, .50, .40, 1.00));
return;
case 3:
write_imageui(image, pixel, (uint4)(0, 0, 50, 255));
write_imagef(image, pixel, (float4)(.00, .00, .50, 1.00));
return;
case 4:
write_imageui(image, pixel, (uint4)(25, 0, 25, 255));
write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
return;
case 5:
//write_imageui(image, pixel, (uint4)(200, 200, 200, 255));
write_imageui(image, pixel, white_light((uint4)(44, 176, 55, 100), (float3)(lights[7], lights[8], lights[9]), mask));
//write_imagef(image, pixel, (float4)(.25, .00, .25, 1.00));
write_imagef(image, pixel, white_light((float4)(.25, .32, .14, 0.2), (float3)(lights[7], lights[8], lights[9]), mask));
return;
case 6:
write_imageui(image, pixel, (uint4)(30, 80, 10, 255));
write_imagef(image, pixel, (float4)(.30, .80, .10, 1.00));
return;
}
}
@ -134,6 +122,6 @@ __kernel void min_kern(
dist++;
} while (dist < max_dist);
write_imageui(image, pixel, (uint4)(135, 206, 235, 255));
write_imagef(image, pixel, (float4)(.73, .81, .89, 1.0));
return;
}

@ -59,9 +59,8 @@ int CL_Wrapper::acquire_platform_and_device(){
// falling back to the cpu with the fastest clock if we weren't able to find one
device current_best_device;
current_best_device.type = 0; // Set this to -1 so the first run always selects a new device
current_best_device.clock_frequency = 0;
current_best_device.comp_units = 0;
current_best_device.type = -1; // Set this to -1 so the first run always selects a new device
for (auto kvp: plt_ids){
@ -87,7 +86,7 @@ int CL_Wrapper::acquire_platform_and_device(){
platform_id = current_best_device.platform;
device_id = current_best_device.id;
return 1;
return 0;
};
int CL_Wrapper::create_shared_context() {
@ -241,7 +240,7 @@ int CL_Wrapper::store_buffer(cl_mem buffer, std::string buffer_name){
int CL_Wrapper::run_kernel(std::string kernel_name, const int work_size){
const int WORKER_SIZE = 1;
const int WORKER_SIZE = 10;
size_t global_work_size[1] = { static_cast<size_t>(work_size) };
cl_kernel kernel = kernel_map.at(kernel_name);

@ -3,8 +3,6 @@
#include <cstring>
#include <iostream>
#include <vector>
#include <OpenCL/opencl.h>
#ifdef linux
@ -16,7 +14,7 @@
#elif defined TARGET_OS_MAC
# include <OpenGL/OpenGL.h>
# include <OpenCL/opencl.h>
#endif
@ -54,6 +52,7 @@ int IsExtensionSupported(
inline int test_for_gl_cl_sharing() {
int err = 0;
#if defined (__APPLE__) || defined(MACOSX)

@ -25,15 +25,15 @@
#include <OpenCL/cl_ext.h>
#endif
#include "TestPlatform.cpp"
#include "Map.h"
#include "Curses.h"
#include "util.hpp"
#include "RayCaster.h"
#include "CL_Wrapper.h"
const int WINDOW_X = 200;
const int WINDOW_Y = 200;
const int WORK_SIZE = WINDOW_X * WINDOW_Y;
const int WINDOW_X = 1000;
const int WINDOW_Y = 1000;
const int MAP_X = 1024;
const int MAP_Y = 1024;
@ -69,6 +69,7 @@ int main() {
sf::Texture t;
CL_Wrapper c;
query_platform_devices();
c.acquire_platform_and_device();
c.create_shared_context();
c.create_command_queue();
@ -139,18 +140,19 @@ int main() {
}
}
std::cout << "done\n";
int ind = 367;
printf("%i === %f, %f, %f\n", ind, view_matrix[ind * 4 + 0], view_matrix[ind * 4 + 1], view_matrix[ind * 4 + 2]);
cl_mem view_matrix_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR,
sizeof(float) * 4 * view_res.x * view_res.y, view_matrix, NULL
sizeof(float) * 3 * view_res.x * view_res.y, view_matrix, NULL
);
//sf::Vector3f cam_dir(1.0f, 0.0f, 1.00f);
sf::Vector3f cam_dir(1.0f, 0.0f, 1.00f);
float cam_dir[] = {1.0f, 0.0f, 1.57f, 0.0f};
cl_mem cam_dir_buff = clCreateBuffer(
c.getContext(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR,
sizeof(float) * 4, cam_dir, NULL
sizeof(float) * 4, &cam_dir, NULL
);
@ -219,10 +221,9 @@ int main() {
c.set_kernel_arg("min_kern", 7, "light_count_buffer");
c.set_kernel_arg("min_kern", 8, "image_buffer");
const int size = WINDOW_X * WINDOW_Y;
s.setTexture(t, true);
s.setPosition(0, 0);
s.setTexture(t);
// The step size in milliseconds between calls to Update()
// Lets set it to 16.6 milliseonds (60FPS)
@ -299,7 +300,7 @@ int main() {
cam_vec.x = -1;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
//cam_dir.z = -0.1f;
cam_dir.z = -0.1f;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
cam_vec.z = +0.1f;
@ -317,15 +318,15 @@ int main() {
// Mouse movement
sf::Mouse::setPosition(fixed);
cam_dir[1] -= deltas.y / 300.0f;
cam_dir[2] -= deltas.x / 300.0f;
cam_dir.y -= deltas.y / 300.0f;
cam_dir.z -= deltas.x / 300.0f;
}
}
cam_pos.x += cam_vec.x / 1.0;
cam_pos.y += cam_vec.y / 1.0;
cam_pos.z += cam_vec.z / 1.0;
//std::cout << cam_vec.x << " : " << cam_vec.y << " : " << cam_vec.z << std::endl;
std::cout << cam_vec.x << " : " << cam_vec.y << " : " << cam_vec.z << std::endl;
// Time keeping
@ -363,7 +364,7 @@ int main() {
error = clEnqueueAcquireGLObjects(c.getCommandQueue(), 1, &image_buff, 0, 0, 0);
if (c.assert(error, "clEnqueueAcquireGLObjects"))
return -1;
c.run_kernel("min_kern", WORK_SIZE);
c.run_kernel("min_kern", size);
clFinish(c.getCommandQueue());
@ -371,6 +372,7 @@ int main() {
if (c.assert(error, "clEnqueueReleaseGLObjects"))
return -1;
s.setPosition(0, 0);
window.draw(s);
fps.frame(delta_time);

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