Lots of work done moving the various raycasting implementations over to a
consolidated RayCaster class.
This commit is contained in:
@@ -22,11 +22,11 @@
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#endif
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struct device {
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cl_device_id id;
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cl_device_type type;
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cl_uint clock_frequency;
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char version[128];
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cl_platform_id platform;
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cl_device_id id;
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cl_device_type type;
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cl_uint clock_frequency;
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char version[128];
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cl_platform_id platform;
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cl_uint comp_units;
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};
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104
include/Hardware_Caster.h
Normal file
104
include/Hardware_Caster.h
Normal file
@@ -0,0 +1,104 @@
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#pragma once
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#include <RayCaster.h>
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#include <vector>
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#include <iostream>
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#include "util.hpp"
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#include <map>
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#include <string.h>
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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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#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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#include <GL/GL.h>
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#include <windows.h>
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#elif defined TARGET_OS_MAC
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# include <OpenGL/OpenGL.h>
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# include <OpenCL/opencl.h>
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#endif
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struct device {
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cl_device_id id;
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cl_device_type type;
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cl_uint clock_frequency;
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char version[128];
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cl_platform_id platform;
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cl_uint comp_units;
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};
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class Hardware_Caster : public RayCaster
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{
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public:
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Hardware_Caster();
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virtual ~Hardware_Caster();
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int init();
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// In interop mode, this will create a gl texture that we share
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// Otherwise, it will create the pixel buffer and pass that in as an image, retreiving it each draw
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// Both will create the view matrix, view res buffer
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void create_viewport(int width, int height, float v_fov, float h_fov);
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void assign_light(Light light);
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void assign_map(Old_Map *map);
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void assign_camera(Camera *camera);
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// draw will abstract the gl sharing and software rendering
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// methods of retrieving the screen buffer
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void draw(sf::RenderWindow* window) = 0;
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private:
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int acquire_platform_and_device();
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int create_shared_context();
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int create_command_queue();
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int check_cl_khr_gl_sharing();
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int create_image_buffer(std::string buffer_name, cl_uint size, void* data);
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int create_buffer(std::string buffer_name, cl_uint size, void* data);
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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 store_buffer(cl_mem, std::string buffer_name);
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int release_buffer(std::string buffer_name);
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int compile_kernel(std::string kernel_source, bool is_path, std::string kernel_name);
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int set_kernel_arg(std::string kernel_name, int index, std::string buffer_name);
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int run_kernel(std::string kernel_name, const int work_size);
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bool assert(int error_code, std::string function_name);
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cl_device_id getDeviceID();
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cl_platform_id getPlatformID();
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cl_context getContext();
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cl_kernel getKernel(std::string kernel_name);
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cl_command_queue getCommandQueue();
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bool was_init_valid();
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int error = 0;
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bool initialized = false;
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bool cl_khr_gl_sharing_fallback = false;
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bool cl_supported = false;
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cl_platform_id platform_id;
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cl_device_id device_id;
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cl_context context;
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cl_command_queue command_queue;
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std::map<std::string, cl_kernel> kernel_map;
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std::map<std::string, cl_mem> buffer_map;
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};
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@@ -18,7 +18,6 @@ public:
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Old_Map(sf::Vector3i dim);
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~Old_Map();
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void generate_from_data(char* dat, int len);
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void generate_terrain();
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sf::Vector3i getDimensions();
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@@ -3,30 +3,40 @@
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#include <SFML/System/Vector2.hpp>
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#include <Map.h>
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#include "Old_map.h"
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#include "Camera.h"
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// What about a parent, child relationship between the raycaster and it's two
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// different modes? Raycaster -> ClCaster, SoftwareCaster
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class Camera;
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class RayCaster {
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public:
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enum ERROR_CODES {
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SHARING_NOT_SUPPORTED = 800,
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OPENCL_NOT_SUPPORTED = 801,
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OPENCL_ERROR = 802,
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ERROR = 803
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};
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RayCaster();
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~RayCaster();
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virtual ~RayCaster();
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virtual int init() = 0;
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virtual void assign_map(Old_Map *map) = 0;
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virtual void assign_camera(Camera *camera) = 0;
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virtual void assign_viewport(int width, int height, float v_fov, float h_fov) = 0;
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virtual void create_viewport(int width, int height, float v_fov, float h_fov) = 0;
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virtual void assign_light(Light light) = 0;
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// draw will abstract the gl sharing and software rendering
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// methods of retrieving the screen buffer
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virtual void draw(sf::RenderWindow* window) = 0;
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private:
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protected:
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sf::Vector3<int> map_dimensions;
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sf::Sprite viewport_sprite;
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sf::Texture viewport_texture;
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// A reference to the map
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Old_Map *map;
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// The XY resolution of the viewport
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@@ -38,7 +48,6 @@ private:
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// The direction of the camera in POLAR coordinates
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sf::Vector3<float> camera_direction;
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// Convert the polar coordinates to CARTESIAN
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sf::Vector3<float> camera_direction_cartesian;
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@@ -9,12 +9,12 @@ Renderer::Renderer() {
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}
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}
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void Renderer::register_camera(Camera *camera)
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{
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void Renderer::register_camera(Camera *camera) {
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this->camera = camera;
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}
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void Renderer::draw() {
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}
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void Renderer::draw()
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{
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}
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@@ -35,7 +35,7 @@ public:
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void register_map(Old_Map* map);
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void register_lights();
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void create_viewport(float v_fov, float h_fov, int height, int width);
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void register_light(light l);
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void register_light(Light l);
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void draw();
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sf::RenderWindow* get_window();
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@@ -51,7 +51,7 @@ private:
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sf::Uint8 *drawing_surface;
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sf::RenderWindow* window;
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std::vector<light> lights;
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std::vector<Light> lights;
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Old_Map* map;
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Camera* camera;
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sf::Uint8 *view_matrix;
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