Rewrote the entire thing using my new OpenCL template. Makes small one offs like these reallly simple
This commit is contained in:
149
include/OpenCL.h
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149
include/OpenCL.h
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@@ -0,0 +1,149 @@
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#pragma once
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#include <string>
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#include <SFML/Graphics.hpp>
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#include <unordered_map>
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#include <iostream>
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#include "Vector4.hpp"
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#include <string.h>
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#include <memory>
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#ifdef linux
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#include <GL/glx.h>
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#elif defined _WIN32
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#define CL_USE_DEPRECATED_OPENCL_1_2_APIS
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#include <CL/cl_gl.h>
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#include <CL/cl.h>
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#include <CL/opencl.h>
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// Note: windows.h must be included before Gl/GL.h
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#include <windows.h>
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#include <GL/GL.h>
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#elif defined TARGET_OS_MAC
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#include <OpenCL/opencl.h>
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#endif
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class OpenCL {
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public:
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OpenCL();
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~OpenCL();
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// command queues are associated with a device and context, so for multi-gpu applications you would need
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// multiple command queues
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// CONTEXTS
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// - An OpenCL context is created with one or more devices. Contexts are used by the OpenCL runtime
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// for managing objects such as command - queues, memory, program and kernel objects and for executing
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// kernels on one or more devices specified in the context.
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// - Contexts cannot be created using more than one platform!
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bool init();
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bool compile_kernel(std::string kernel_path, std::string kernel_name);
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// Create an image buffer from an SF texture. Access Type is the read/write specifier required by OpenCL
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bool create_image_buffer_from_texture(std::string buffer_name, sf::Texture* texture, cl_int access_type);
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// Have CL create and manage the texture for the image buffer. Access Type is the read/write specifier required by OpenCL
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bool create_image_buffer(std::string buffer_name, sf::Vector2i size, sf::Vector2f position, cl_int access_type);
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// Create a buffer with CL_MEM_READ_ONLY and CL_MEM_COPY_HOST_PTR
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int create_buffer(std::string buffer_name, cl_uint size, void* data);
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// Create a buffer with user defined data access flags
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int create_buffer(std::string buffer_name, cl_uint size, void* data, cl_mem_flags flags);
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int set_kernel_arg(std::string kernel_name, int index, std::string buffer_name);
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void run_kernel(std::string kernel_name, sf::Vector2i work_size);
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void draw(sf::RenderWindow *window);
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class device {
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public:
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#pragma pack(push, 1)
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struct packed_data {
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cl_device_type device_type;
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cl_uint clock_frequency;
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char opencl_version[64];
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cl_uint compute_units;
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char device_extensions[1024];
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char device_name[256];
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char platform_name[128];
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};
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#pragma pack(pop)
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device(cl_device_id device_id, cl_platform_id platform_id);
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device(const device& d);
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void print(std::ostream& stream) const;
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void print_packed_data(std::ostream& stream);
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cl_device_id getDeviceId() const { return device_id; };
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cl_platform_id getPlatformId() const { return platform_id; };
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private:
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packed_data data;
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cl_device_id device_id;
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cl_platform_id platform_id;
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cl_bool is_little_endian = false;
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bool cl_gl_sharing = false;
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};
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private:
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int error = 0;
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// The device which we have selected according to certain criteria
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cl_platform_id platform_id;
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cl_device_id device_id;
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// The GL shared context and its subsiquently generated command queue
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cl_context context;
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cl_command_queue command_queue;
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// Maps which contain a mapping from "name" to the host side CL memory object
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std::unordered_map<std::string, cl_kernel> kernel_map;
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std::unordered_map<std::string, cl_mem> buffer_map;
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std::unordered_map<std::string, std::pair<sf::Sprite, std::unique_ptr<sf::Texture>>> image_map;
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std::vector<device> device_list;
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// Query the hardware on this machine and store the devices
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bool aquire_hardware();
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// After aquiring hardware, create a shared context using platform specific CL commands
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bool create_shared_context();
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// Command queues must be created with a valid context
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bool create_command_queue();
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// Store a cl_mem object in the buffer map <string:name, cl_mem:buffer>
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bool store_buffer(cl_mem buffer, std::string buffer_name);
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// Using CL release the memory object and remove the KVP associated with the buffer name
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bool release_buffer(std::string buffer_name);
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bool load_config();
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void save_config();
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static bool vr_assert(int error_code, std::string function_name);
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};
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479
include/Vector4.hpp
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479
include/Vector4.hpp
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@@ -0,0 +1,479 @@
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////////////////////////////////////////////////////////////
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//
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// This is a small addition to the SFML sf::Vector templates which
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// adds a sf::Vector4(f, i, u)
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//
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_VECTOR4_H
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#define SFML_VECTOR4_H
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namespace sf {
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////////////////////////////////////////////////////////////
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/// \brief Utility template class for manipulating
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/// 2-dimensional vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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class Vector4 {
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// Creates a Vector4(0, 0).
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///
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////////////////////////////////////////////////////////////
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Vector4();
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from its coordinates
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///
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/// \param X X coordinate
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/// \param Y Y coordinate
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///
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////////////////////////////////////////////////////////////
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Vector4(T X, T Y, T Z, T W);
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from another type of vector
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///
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/// This constructor doesn't replace the copy constructor,
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/// it's called only when U != T.
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/// A call to this constructor will fail to compile if U
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/// is not convertible to T.
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///
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/// \param vector Vector to convert
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///
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////////////////////////////////////////////////////////////
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template <typename U>
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explicit Vector4(const Vector4<U>& vector);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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T x; ///< X coordinate of the vector
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T y; ///< Y coordinate of the vector
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T z; ///< Z coordinate of the vector
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T w; ///< W coordinate of the vector
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};
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of unary operator -
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///
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/// \param right Vector to negate
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///
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/// \return Memberwise opposite of the vector
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator -(const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator +=
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///
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/// This operator performs a memberwise addition of both vectors,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator -=
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///
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/// This operator performs a memberwise subtraction of both vectors,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator +
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise addition of both vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator -
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise subtraction of both vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise multiplication by \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator *(const Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *
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///
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/// \param left Left operand (a scalar value)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise multiplication by \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator *(T left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *=
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///
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/// This operator performs a memberwise multiplication by \a right,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator *=(Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator /
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise division by \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator /(const Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator /=
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///
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/// This operator performs a memberwise division by \a right,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator /=(Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator ==
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///
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/// This operator compares strict equality between two vectors.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator ==(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator !=
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///
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/// This operator compares strict difference between two vectors.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is not equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator !=(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>::Vector4() :
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x(0),
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y(0),
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z(0),
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w(0){
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>::Vector4(T X, T Y, T Z, T W) :
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x(X),
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y(Y),
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z(Z),
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w(W) {
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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template <typename U>
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inline Vector4<T>::Vector4(const Vector4<U>& vector) :
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x(static_cast<T>(vector.x)),
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y(static_cast<T>(vector.y)),
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z(static_cast<T>(vector.z)),
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w(static_cast<T>(vector.w)) {
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator -(const Vector4<T>& right) {
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return Vector4<T>(
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-right.x,
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-right.y,
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-right.z,
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-right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right) {
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left.x += right.x;
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left.y += right.y;
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left.z += right.z;
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left.w += right.w;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right) {
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left.x -= right.x;
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left.y -= right.y;
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left.z -= right.z;
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left.w -= right.w;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right) {
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return Vector4<T>(
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left.x + right.x,
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left.y + right.y,
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left.z + right.z,
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left.w + right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right) {
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return Vector4<T>(
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left.x - right.x,
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left.y - right.y,
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left.z - right.z,
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left.w - right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator *(const Vector4<T>& left, T right) {
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return Vector4<T>(
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left.x * right,
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left.y * right,
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left.z * right,
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left.w * right
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator *(T left, const Vector4<T>& right) {
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return Vector4<T>(
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right.x * left,
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right.y * left,
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right.z * left,
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right.w * left
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator *=(Vector4<T>& left, T right) {
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left.x *= right;
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left.y *= right;
|
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left.z *= right;
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left.w *= right;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
|
||||
inline Vector4<T> operator /(const Vector4<T>& left, T right) {
|
||||
return Vector4<T>(
|
||||
left.x / right,
|
||||
left.y / right,
|
||||
left.z / right,
|
||||
left.w / right
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
inline Vector4<T>& operator /=(Vector4<T>& left, T right) {
|
||||
left.x /= right;
|
||||
left.y /= right;
|
||||
left.z /= right;
|
||||
left.w /= right;
|
||||
|
||||
return left;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
inline bool operator ==(const Vector4<T>& left, const Vector4<T>& right) {
|
||||
return
|
||||
(left.x == right.x) &&
|
||||
(left.y == right.y) &&
|
||||
(left.z == right.z) &&
|
||||
(left.w == right.w);;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
inline bool operator !=(const Vector4<T>& left, const Vector4<T>& right) {
|
||||
return
|
||||
(left.x != right.x) ||
|
||||
(left.y != right.y) ||
|
||||
(left.z != right.z) ||
|
||||
(left.w != right.w);
|
||||
}
|
||||
|
||||
// Define the most common types
|
||||
typedef Vector4<int> Vector4i;
|
||||
typedef Vector4<unsigned int> Vector4u;
|
||||
typedef Vector4<float> Vector4f;
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_Vector4_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Vector4
|
||||
/// \ingroup system
|
||||
///
|
||||
/// sf::Vector4 is a simple class that defines a mathematical
|
||||
/// vector with two coordinates (x and y). It can be used to
|
||||
/// represent anything that has two dimensions: a size, a point,
|
||||
/// a velocity, etc.
|
||||
///
|
||||
/// The template parameter T is the type of the coordinates. It
|
||||
/// can be any type that supports arithmetic operations (+, -, /, *)
|
||||
/// and comparisons (==, !=), for example int or float.
|
||||
///
|
||||
/// You generally don't have to care about the templated form (sf::Vector4<T>),
|
||||
/// the most common specializations have special typedefs:
|
||||
/// \li sf::Vector4<float> is sf::Vector4f
|
||||
/// \li sf::Vector4<int> is sf::Vector4i
|
||||
/// \li sf::Vector4<unsigned int> is sf::Vector4u
|
||||
///
|
||||
/// The sf::Vector4 class has a small and simple interface, its x and y members
|
||||
/// can be accessed directly (there are no accessors like setX(), getX()) and it
|
||||
/// contains no mathematical function like dot product, cross product, length, etc.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// sf::Vector4f v1(16.5f, 24.f);
|
||||
/// v1.x = 18.2f;
|
||||
/// float y = v1.y;
|
||||
///
|
||||
/// sf::Vector4f v2 = v1 * 5.f;
|
||||
/// sf::Vector4
|
||||
/// v3 = v1 + v2;
|
||||
///
|
||||
/// bool different = (v2 != v3);
|
||||
/// \endcode
|
||||
///
|
||||
/// Note: for 3-dimensional vectors, see sf::Vector3.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
||||
159
include/util.hpp
Normal file
159
include/util.hpp
Normal file
@@ -0,0 +1,159 @@
|
||||
#pragma once
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/Graphics/VertexArray.hpp>
|
||||
#include "Vector4.hpp"
|
||||
#include <math.h>
|
||||
#include <bitset>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
#include <string>
|
||||
#include <iterator>
|
||||
#include <list>
|
||||
#include <algorithm>
|
||||
|
||||
|
||||
const double PI = 3.141592653589793238463;
|
||||
const float PI_F = 3.14159265358979f;
|
||||
|
||||
inline sf::Vector3f SphereToCart(sf::Vector2f i) {
|
||||
|
||||
auto r = sf::Vector3f(
|
||||
(1 * sin(i.y) * cos(i.x)),
|
||||
(1 * sin(i.y) * sin(i.x)),
|
||||
(1 * cos(i.y))
|
||||
);
|
||||
return r;
|
||||
};
|
||||
|
||||
inline sf::Vector3f SphereToCart(sf::Vector3f i) {
|
||||
|
||||
auto r = sf::Vector3f(
|
||||
(i.x * sin(i.z) * cos(i.y)),
|
||||
(i.x * sin(i.z) * sin(i.y)),
|
||||
(i.x * cos(i.z))
|
||||
);
|
||||
return r;
|
||||
};
|
||||
|
||||
|
||||
inline sf::Vector3f CartToSphere(sf::Vector3f in) {
|
||||
|
||||
auto r = sf::Vector3f(
|
||||
sqrt(in.x * in.x + in.y * in.y + in.z * in.z),
|
||||
atan(in.y / in.x),
|
||||
atan(sqrt(in.x * in.x + in.y * in.y) / in.z)
|
||||
);
|
||||
return r;
|
||||
};
|
||||
|
||||
inline sf::Vector2f CartToNormalizedSphere(sf::Vector3f in) {
|
||||
|
||||
auto r = sf::Vector2f(
|
||||
atan2(sqrt(in.x * in.x + in.y * in.y), in.z),
|
||||
atan2(in.y, in.x)
|
||||
);
|
||||
|
||||
return r;
|
||||
}
|
||||
|
||||
inline sf::Vector3f FixOrigin(sf::Vector3f base, sf::Vector3f head) {
|
||||
return head - base;
|
||||
}
|
||||
|
||||
inline sf::Vector3f Normalize(sf::Vector3f in) {
|
||||
|
||||
float multiplier = sqrt(in.x * in.x + in.y * in.y + in.z * in.z);
|
||||
auto r = sf::Vector3f(
|
||||
in.x / multiplier,
|
||||
in.y / multiplier,
|
||||
in.z / multiplier
|
||||
);
|
||||
return r;
|
||||
|
||||
}
|
||||
|
||||
inline float DotProduct(sf::Vector3f a, sf::Vector3f b){
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
||||
inline float Magnitude(sf::Vector3f in){
|
||||
return sqrt(in.x * in.x + in.y * in.y + in.z * in.z);
|
||||
}
|
||||
|
||||
inline float AngleBetweenVectors(sf::Vector3f a, sf::Vector3f b){
|
||||
return acos(DotProduct(a, b) / (Magnitude(a) * Magnitude(b)));
|
||||
}
|
||||
|
||||
inline float DistanceBetweenPoints(sf::Vector3f a, sf::Vector3f b) {
|
||||
return sqrt(DotProduct(a, b));
|
||||
}
|
||||
|
||||
inline float DegreesToRadians(float in) {
|
||||
return static_cast<float>(in * PI / 180.0f);
|
||||
}
|
||||
|
||||
inline float RadiansToDegrees(float in) {
|
||||
return static_cast<float>(in * 180.0f / PI);
|
||||
}
|
||||
|
||||
inline std::string read_file(std::string file_name){
|
||||
std::ifstream input_file(file_name);
|
||||
|
||||
if (!input_file.is_open()){
|
||||
std::cout << file_name << " could not be opened" << std::endl;
|
||||
return "";
|
||||
}
|
||||
|
||||
std::stringstream buf;
|
||||
buf << input_file.rdbuf();
|
||||
input_file.close();
|
||||
return buf.str();
|
||||
}
|
||||
|
||||
inline void PrettyPrintUINT64(uint64_t i, std::stringstream* ss) {
|
||||
|
||||
*ss << "[" << std::bitset<15>(i) << "]";
|
||||
*ss << "[" << std::bitset<1>(i >> 15) << "]";
|
||||
*ss << "[" << std::bitset<8>(i >> 16) << "]";
|
||||
*ss << "[" << std::bitset<8>(i >> 24) << "]";
|
||||
*ss << "[" << std::bitset<32>(i >> 32) << "]";
|
||||
|
||||
}
|
||||
|
||||
inline void PrettyPrintUINT64(uint64_t i) {
|
||||
|
||||
std::cout << "[" << std::bitset<15>(i) << "]";
|
||||
std::cout << "[" << std::bitset<1>(i >> 15) << "]";
|
||||
std::cout << "[" << std::bitset<8>(i >> 16) << "]";
|
||||
std::cout << "[" << std::bitset<8>(i >> 24) << "]";
|
||||
std::cout << "[" << std::bitset<32>(i >> 32) << "]" << std::endl;
|
||||
|
||||
}
|
||||
|
||||
inline void DumpLog(std::stringstream* ss, std::string file_name) {
|
||||
|
||||
std::ofstream log_file;
|
||||
log_file.open(file_name);
|
||||
|
||||
log_file << ss->str();
|
||||
|
||||
log_file.close();
|
||||
|
||||
}
|
||||
|
||||
#ifdef _MSC_VER
|
||||
# include <intrin.h>
|
||||
# define __builtin_popcount _mm_popcnt_u32
|
||||
# define __builtin_popcountll _mm_popcnt_u64
|
||||
#endif
|
||||
|
||||
inline int count_bits(int32_t v) {
|
||||
|
||||
return static_cast<int>(__builtin_popcount(v));
|
||||
}
|
||||
|
||||
inline int count_bits(int64_t v) {
|
||||
|
||||
return static_cast<int>(__builtin_popcountll(v));
|
||||
}
|
||||
Reference in New Issue
Block a user