Various tweaks and modifications
Some preliminary testing of map
This commit is contained in:
@@ -71,11 +71,11 @@ int Camera::update(double delta_time) {
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// have to do it component wise
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double multiplier = 40;
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position.x += movement.x * delta_time * multiplier;
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position.y += movement.y * delta_time * multiplier;
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position.z += movement.z * delta_time * multiplier;
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position.x += static_cast<float>(movement.x * delta_time * multiplier);
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position.y += static_cast<float>(movement.y * delta_time * multiplier);
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position.z += static_cast<float>(movement.z * delta_time * multiplier);
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movement *= (float)(friction_coefficient * delta_time * multiplier);
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movement *= static_cast<float>(friction_coefficient * delta_time * multiplier);
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return 1;
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}
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@@ -4,10 +4,10 @@ GL_Testing::GL_Testing() {
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GLfloat tmp[] = {
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1, 0, 0, 0,
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0, cos(1), sin(1), 0,
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0, -sin(1), cos(1), 0,
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0, 0, 0, 1
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, static_cast<float>(cos(1.0f)), static_cast<float>(sin(1.0f)), 0.0f,
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0.0f, static_cast<float>(-sin(1.0f)), static_cast<float>(cos(1.0f)), 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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@@ -132,10 +132,10 @@ void GL_Testing::rotate(double delta) {
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GLfloat tmp[] = {
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1, 0, 0, 0,
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0, cos(counter), sin(counter), 0,
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0, -sin(counter), cos(counter), 0,
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0, 0, 0, 1
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, static_cast<float>(cos(counter)), static_cast<float>(sin(counter)), 0.0f,
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0.0f, static_cast<float>(-sin(counter)), static_cast<float>(cos(counter)), 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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@@ -37,9 +37,10 @@ int Hardware_Caster::init() {
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}
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srand(NULL);
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int seed = rand();
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create_buffer("seed", sizeof(int), &seed);
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int *seed_memory = new int[1920*1080];
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create_buffer("seed", sizeof(int) * 1920 * 1080, seed_memory);
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return 1;
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@@ -87,7 +88,7 @@ void Hardware_Caster::validate()
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set_kernel_arg("raycaster", 8, "image");
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set_kernel_arg("raycaster", 9, "seed");
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print_kernel_arguments();
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//print_kernel_arguments();
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}
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@@ -180,7 +181,7 @@ void Hardware_Caster::assign_lights(std::vector<Light> lights) {
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this->lights = std::vector<Light>(lights);
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light_count = lights.size();
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light_count = static_cast<int>(lights.size());
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create_buffer("lights", sizeof(float) * 10 * light_count, this->lights.data(), CL_MEM_READ_ONLY | CL_MEM_USE_HOST_PTR);
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@@ -229,7 +230,7 @@ int Hardware_Caster::acquire_platform_and_device() {
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if (assert(error, "clGetDeviceIDs"))
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return OPENCL_ERROR;
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for (int q = 0; q < deviceIdCount; q++) {
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for (unsigned int q = 0; q < deviceIdCount; q++) {
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device d;
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214
src/Map.cpp
214
src/Map.cpp
@@ -1,8 +1,63 @@
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#include "Map.h"
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// root
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//
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// a1
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// a2
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//
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// b1
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// b1
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//
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// c1
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// c1
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//
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// a2
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// a2
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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Map::Map(sf::Vector3i position) {
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load_unload(position);
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for (int i = 0; i < 8192; i++) {
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block[i] = 0;
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}
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}
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int BitCount(unsigned int u) {
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@@ -12,6 +67,30 @@ int BitCount(unsigned int u) {
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return ((uCount + (uCount >> 3)) & 030707070707) % 63;
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}
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void SetBit(int position, char* c) {
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*c |= 1 << position;
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}
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void FlipBit(int position, char* c) {
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*c ^= 1 << position;
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}
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int GetBit(int position, char* c) {
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return (*c >> position) & 1;
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}
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void SetBit(int position, int64_t* c) {
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*c |= 1 << position;
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}
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void FlipBit(int position, int64_t* c) {
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*c ^= 1 << position;
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}
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int GetBit(int position, int64_t* c) {
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return (*c >> position) & 1;
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}
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struct leaf {
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leaf *children;
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char leaf_mask;
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@@ -24,6 +103,103 @@ struct block {
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double* data = new double[1000];
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};
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int64_t generate_children_at_raw() {
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int64_t t;
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// count the raw data and insert via bit masks or whatever into the valid field
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// Set the child pointer blank and the leaf mask blank as well
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// Return the single value
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return t;
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}
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int64_t Map::generate_children(sf::Vector3i pos, int dim) {
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sf::Vector3i t1 = sf::Vector3i(pos.x, pos.y, pos.z);
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sf::Vector3i t2 = sf::Vector3i(pos.x + dim, pos.y, pos.z);
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sf::Vector3i t3 = sf::Vector3i(pos.x, pos.y + dim, pos.z);
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sf::Vector3i t4 = sf::Vector3i(pos.x + dim, pos.y + dim, pos.z);
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sf::Vector3i t5 = sf::Vector3i(pos.x, pos.y, pos.z + dim);
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sf::Vector3i t6 = sf::Vector3i(pos.x + dim, pos.y, pos.z + dim);
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sf::Vector3i t7 = sf::Vector3i(pos.x, pos.y + dim, pos.z + dim);
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sf::Vector3i t8 = sf::Vector3i(pos.x + dim, pos.y + dim, pos.z + dim);
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std::vector<int64_t> cps;
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int64_t tmp = 0;
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if (dim == 1) {
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if (getVoxel(t1))
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SetBit(16, &tmp);
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if (getVoxel(t2))
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SetBit(16, &tmp);
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if (getVoxel(t3))
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SetBit(16, &tmp);
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if (getVoxel(t4))
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SetBit(16, &tmp);
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if (getVoxel(t5))
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SetBit(16, &tmp);
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if (getVoxel(t6))
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SetBit(16, &tmp);
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if (getVoxel(t7))
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SetBit(16, &tmp);
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if (getVoxel(t8))
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SetBit(16, &tmp);
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cps.push_back(tmp);
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}
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else {
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// Generate all 8 sub trees accounting for each of their unique positions
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int curr_stack_pos = stack_position;
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tmp = generate_children(t1, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t2, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t3, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t4, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t5, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t6, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t7, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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tmp = generate_children(t8, dim / 2);
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if (tmp != 0)
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cps.push_back(tmp);
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}
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memcpy(&block[stack_position], cps.data(), cps.size() * sizeof(int64_t));
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stack_position += cps.size();
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return 0;
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}
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void Map::generate_octree() {
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@@ -34,19 +210,40 @@ void Map::generate_octree() {
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int* dataset = new int[32 * 32 * 32];
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for (int i = 0; i < 32 * 32 * 32; i++) {
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dataset[0] = i;
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dataset[0] = rand() % 2;
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}
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int level = static_cast<int>(log2(32));
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// levels defines how many levels to traverse before we hit raw data
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// Will be the map width I presume. Will still need to handle how to swap in and out data.
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// Possible have some upper static nodes that will stay full regardless of contents?
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int levels = static_cast<int>(log2(64));
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leaf top_node;
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top_node.level = level;
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for (int i = 0; i < 16 * 16 * 16; i++) {
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for (int i = 0; i < 8 * 8 * 8; i++) {
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for (int i = 0; i < 4 * 4 * 4; i++) {
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int t_level = -1;
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int b_level = 0;
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for (int i1 = 0; i1 < 2 * 2 * 2; i1++) {
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int b_level = 1;
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for (int i2 = 0; i2 < 2 * 2 * 2; i2++) {
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int b_level = 2;
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for (int i3 = 0; i3 < 2 * 2 * 2; i3++) {
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int b_level = 3;
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leaf l1;
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l1.children = nullptr;
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l1.leaf_mask = 0;
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l1.valid_mask = 0;
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for (int i = 0; i < 2 * 2 * 2; i++) {
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//int x =
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//if (dataset[]
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}
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}
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}
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@@ -127,6 +324,11 @@ void Map::setVoxel(sf::Vector3i world_position, int val) {
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}
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char Map::getVoxel(sf::Vector3i pos){
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return voxel_data[pos.x + OCT_DIM * (pos.y + OCT_DIM * pos.z)];
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}
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void Chunk::set(int type) {
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for (int i = 0; i < CHUNK_DIM * CHUNK_DIM * CHUNK_DIM; i++) {
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voxel_data[i] = 0;
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@@ -136,14 +136,14 @@ void Old_Map::generate_terrain() {
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}
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for (int x = 0; x < dimensions.x / 10; x++) {
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for (int y = 0; y < dimensions.y / 10; y++) {
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for (int z = 0; z < dimensions.z; z++) {
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if (rand() % 1000 < 1)
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voxel_data[x + dimensions.x * (y + dimensions.z * z)] = rand() % 6;
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}
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}
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}
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//for (int x = 0; x < dimensions.x / 10; x++) {
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// for (int y = 0; y < dimensions.y / 10; y++) {
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// for (int z = 0; z < dimensions.z; z++) {
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// if (rand() % 1000 < 1)
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// voxel_data[x + dimensions.x * (y + dimensions.z * z)] = rand() % 6;
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// }
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// }
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//}
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}
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12
src/Ray.cpp
12
src/Ray.cpp
@@ -130,20 +130,12 @@ sf::Color Ray::Cast() {
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alpha *= 162;
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switch (voxel_data) {
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case 1:
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// AngleBew0 - 1.57 * 162 = 0 - 255
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return sf::Color(255, 0, 0, alpha);
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case 2:
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return sf::Color(255, 10, 0, alpha);
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case 3:
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return sf::Color(255, 0, 255, alpha);
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case 4:
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return sf::Color(80, 0, 150, alpha);
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case 5:
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return sf::Color(255, 120, 255, alpha);
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case 6:
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return sf::Color(150, 80, 220, alpha);
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default:
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return sf::Color(150, 80, 220, alpha);
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}
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dist++;
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12
src/main.cpp
12
src/main.cpp
@@ -1,5 +1,6 @@
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#include "GL_Testing.h"
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#include <vulkan/vulkan.h>
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#include <vulkan/vk_sdk_platform.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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@@ -66,6 +67,15 @@ sf::Texture window_texture;
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int main() {
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Map _map(sf::Vector3i(0, 0, 0));
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_map.generate_octree();
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glewInit();
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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GL_Testing t;
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