#include #include #include #include #include #ifdef linux #include #include #elif defined _WIN32 #include #include #include #include #elif defined TARGET_OS_MAC #include # include # include #include #include #endif #include "TestPlatform.cpp" #include "Map.h" #include "Curses.h" #include "util.hpp" #include "RayCaster.h" #include "CL_Wrapper.h" const int WINDOW_X = 100; const int WINDOW_Y = 100; float elap_time(){ static std::chrono::time_point start; static bool started = false; if (!started){ start = std::chrono::system_clock::now(); started = true; } std::chrono::time_point now = std::chrono::system_clock::now(); std::chrono::duration elapsed_time = now - start; return elapsed_time.count(); } sf::Sprite window_sprite; sf::Texture window_texture; // Y: -1.57 is straight up // Y: 1.57 is straight down int main() { sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML"); 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"); sf::Vector3i map_dim(100, 100, 100); Map* map = new Map(map_dim); map->setVoxel(sf::Vector3i(77, 50, 85), 5); 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; } } 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) * 3 * view_res.x * view_res.y, view_matrix, NULL ); sf::Vector3f cam_dir(1.0f, 0.0f, 1.57f); cl_mem cam_dir_buff = clCreateBuffer( c.getContext(), CL_MEM_READ_ONLY | CL_MEM_COPY_HOST_PTR, sizeof(float) * 4, &cam_dir, NULL ); sf::Vector3f cam_pos(55, 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 ); unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4]; for (int i = 0; i < 100 * 100 * 4; i += 4) { pixel_array[i] = 255; // R? pixel_array[i + 1] = 255; // G? pixel_array[i + 2] = 255; // B? pixel_array[i + 3] = 100; // A? } t.create(100, 100); t.update(pixel_array); 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.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"); const int size = 100 * 100; c.run_kernel("min_kern", size); clFinish(c.getCommandQueue()); 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; // Timekeeping values for the loop double frame_time = 0.0, elapsed_time = 0.0, delta_time = 0.0, accumulator_time = 0.0, current_time = 0.0; fps_counter fps; // ============================= RAYCASTER SETUP ================================== // Setup the sprite and texture window_texture.create(WINDOW_X, WINDOW_Y); window_sprite.setPosition(0, 0); // State values sf::Vector3f cam_vec(0, 0, 0); RayCaster ray_caster(map, map_dim, view_res); // =============================================================================== // Mouse capture sf::Vector2i deltas; sf::Vector2i fixed(window.getSize()); bool mouse_enabled = true; while (window.isOpen()) { // Poll for events from the user sf::Event event; while (window.pollEvent(event)) { // If the user tries to exit the application via the GUI if (event.type == sf::Event::Closed) window.close(); } cam_vec.x = 0; cam_vec.y = 0; cam_vec.z = 0; if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) { cam_vec.z = 1; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::E)) { cam_vec.z = -1; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { cam_vec.y = 1; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { cam_vec.y = -1; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { cam_vec.x = 1; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { cam_vec.x = -1; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) { cam_dir.z = -0.1f; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) { cam_vec.z = +0.1f; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down)) { cam_vec.y = +0.1f; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up)) { cam_vec.y = -0.1f; } deltas = fixed - sf::Mouse::getPosition(); if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) { // Mouse movement sf::Mouse::setPosition(fixed); 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; // Time keeping elapsed_time = elap_time(); delta_time = elapsed_time - current_time; current_time = elapsed_time; if (delta_time > 0.2f) delta_time = 0.2f; accumulator_time += delta_time; while ((accumulator_time - step_size) >= step_size) { accumulator_time -= step_size; // Update cycle } // 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); // Cast it to an array of Uint8's auto out = (sf::Uint8*)pixel_colors; window_texture.update(out); window_sprite.setTexture(window_texture); window.draw(window_sprite); // Give the frame counter the frame time and draw the average frame time fps.frame(delta_time); fps.draw(&window); window.draw(s); window.display(); } return 0; }