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#include <iostream>
#include <chrono>
#include <fstream>
#include <sstream>
#include <SFML/Graphics.hpp>
#ifdef linux
#include <CL/cl.h>
#include <CL/opencl.h>
#elif defined _WIN32
#include <windows.h>
#include <CL/cl_gl.h>
#include <CL/cl.h>
#include <CL/opencl.h>
#include <GL/GL.h>
#include <windows.h>
#elif defined TARGET_OS_MAC
#include <OpenGL/gl.h>
# include <OpenGL/OpenGL.h>
# include <OpenCL/opencl.h>
#include <OpenCL/cl_gl_ext.h>
#include <OpenCL/cl_ext.h>
#endif
#include "Map.h"
#include "Curses.h"
#include "util.hpp"
#include "RayCaster.h"
#include "CL_Wrapper.h"
#include "Vector4.hpp"
#include <Camera.h>
const int WINDOW_X = 1920;
const int WINDOW_Y = 1080;
const int WORK_SIZE = WINDOW_X * WINDOW_Y;
const int MAP_X = 512;
const int MAP_Y = 512;
const int MAP_Z = 512;
float elap_time(){
static std::chrono::time_point<std::chrono::system_clock> start;
static bool started = false;
if (!started){
start = std::chrono::system_clock::now();
started = true;
}
std::chrono::time_point<std::chrono::system_clock> now = std::chrono::system_clock::now();
std::chrono::duration<double> 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() {
CL_Wrapper c;
//Map m(sf::Vector3i (50, 50, 50));
//m.generate_octree();
return 1;
//sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
//if (c.compile_kernel("../kernels/ray_caster_kernel.cl", true, "min_kern") < 0) {
// std::cin.get();
// return -1;
//}
//
//std::cout << "map...";
// sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z);
// Map* map = new Map(map_dim);
//
//c.create_buffer("map_buffer", sizeof(char) * map_dim.x * map_dim.y * map_dim.z, map->list);
//c.create_buffer("dim_buffer", sizeof(int) * 3, &map_dim);
//sf::Vector2i view_res(WINDOW_X, WINDOW_Y);
//c.create_buffer("res_buffer", sizeof(int) * 2, &view_res);
//
// double y_increment_radians = DegreesToRadians(50.0 / view_res.y);
// double x_increment_radians = DegreesToRadians(80.0 / view_res.x);
//std::cout << "view matrix...";
//
//sf::Vector4f* view_matrix = new sf::Vector4f[WINDOW_X * WINDOW_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] = sf::Vector4f(
// ray.x,
// ray.y,
// ray.z,
// 0
// );
// }
// }
//c.create_buffer("view_matrix_buffer", sizeof(float) * 4 * view_res.x * view_res.y, view_matrix);
//Camera camera(
// sf::Vector3f(70, 60, 50),
// sf::Vector2f(0.0f, 1.00f)
//);
//
//c.create_buffer("cam_dir_buffer", sizeof(float) * 4, (void*)camera.get_direction_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
//c.create_buffer("cam_pos_buffer", sizeof(float) * 4, (void*)camera.get_position_pointer(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
//
//int light_count = 2;
//c.create_buffer("light_count_buffer", sizeof(int), &light_count);
//// {r, g, b, i, x, y, z, x', y', z'}
//sf::Vector3f v = Normalize(sf::Vector3f(1.0, 0.0, 0.0));
//sf::Vector3f v2 = Normalize(sf::Vector3f(1.1, 0.4, 0.7));
//float light[] = { 0.4, 0.8, 0.1, 1, 50, 50, 50, v.x, v.y, v.z,
// 0.4, 0.8, 0.1, 1, 50, 50, 50, v2.x, v2.y, v2.z};
//c.create_buffer("light_buffer", sizeof(float) * 10 * light_count, light, CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
//// The drawing canvas
// unsigned char* pixel_array = new sf::Uint8[WINDOW_X * WINDOW_Y * 4];
// for (int i = 0; i < WINDOW_X * WINDOW_Y * 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?
// }
//sf::Texture t;
// t.create(WINDOW_X, WINDOW_Y);
// 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;
// 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, "light_buffer");
//c.set_kernel_arg("min_kern", 7, "light_count_buffer");
//c.set_kernel_arg("min_kern", 8, "image_buffer");
//sf::Sprite s;
//s.setTexture(t);
//s.setPosition(0, 0);
// // 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);
//sf::Vector2f *dp = camera.get_direction_pointer();
//debug_text cam_text_x(1, 30, &dp->x, "X: ");
//debug_text cam_text_y(2, 30, &dp->y, "Y: ");
//sf::Vector3f *mp = camera.get_movement_pointer();
//debug_text cam_text_mov_x(4, 30, &mp->x, "X: ");
//debug_text cam_text_mov_y(5, 30, &mp->y, "Y: ");
//debug_text cam_text_mov_z(6, 30, &mp->y, "Z: ");
////debug_text cam_text_z(3, 30, &p->z);
//debug_text light_x(7, 30, &light[7], "X: ");
//debug_text light_y(8, 30, &light[8], "Y: ");
//debug_text light_z(9, 30, &light[9], "Z: ");
//// ===============================================================================
//// Mouse capture
//sf::Vector2i deltas;
//sf::Vector2i fixed(window.getSize());
//bool mouse_enabled = true;
//sf::Vector3f cam_mov_vec;
//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();
// if (event.type == sf::Event::KeyPressed) {
// if (event.key.code == sf::Keyboard::Space) {
// if (mouse_enabled)
// mouse_enabled = false;
// else
// mouse_enabled = true;
// }
// }
// }
// cam_vec.x = 0;
// cam_vec.y = 0;
// cam_vec.z = 0;
// float speed = 1.0f;
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift)) {
// speed = 0.2f;
// }
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
// camera.add_relative_impulse(Camera::DIRECTION::DOWN, speed);
// }
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::E)) {
// camera.add_relative_impulse(Camera::DIRECTION::UP, speed);
// }
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
// camera.add_relative_impulse(Camera::DIRECTION::FORWARD, speed);
// }
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
// camera.add_relative_impulse(Camera::DIRECTION::REARWARD, speed);
// }
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
// camera.add_relative_impulse(Camera::DIRECTION::LEFT, speed);
// }
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
// camera.add_relative_impulse(Camera::DIRECTION::RIGHT, speed);
// }
// if (sf::Keyboard::isKeyPressed(sf::Keyboard::T)) {
// camera.set_position(sf::Vector3f(50, 50, 50));
// }
// camera.add_static_impulse(cam_vec);
// if (mouse_enabled) {
// deltas = fixed - sf::Mouse::getPosition();
// if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
// // Mouse movement
// sf::Mouse::setPosition(fixed);
// camera.slew_camera(sf::Vector2f(
// deltas.y / 300.0f,
// deltas.x / 300.0f
// ));
// }
// }
// // 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;
// // ==== DELTA TIME LOCKED ====
// }
// float l[] = {
// light[9] * sin(delta_time / 1) + light[7] * cos(delta_time / 1),
// light[8],
// light[9] * cos(delta_time / 1) - light[7] * sin(delta_time / 1)
// };
// float l2[] = {
// l[0] * cos(delta_time) - l[2] * sin(delta_time),
// l[0] * sin(delta_time) + l[2] * cos(delta_time),
// l[2]
// };
// light[7] = l[0];
// light[8] = l[1];
// light[9] = l[2];
// // ==== FPS LOCKED ====
// camera.update(delta_time);
// // Run the raycast
// c.run_kernel("min_kern", WORK_SIZE);
//
// // ==== RENDER ====
// window.clear(sf::Color::Black);
// window.draw(s);
// // Give the frame counter the frame time and draw the average frame time
// fps.frame(delta_time);
// fps.draw(&window);
// cam_text_x.draw(&window);
// cam_text_y.draw(&window);
// cam_text_mov_x.draw(&window);
// cam_text_mov_y.draw(&window);
// cam_text_mov_z.draw(&window);
// light_x.draw(&window);
// light_y.draw(&window);
// light_z.draw(&window);
//
// window.display();
//}
return 0;
}