Changed to non branching algo, sped up a good 30-50 ms at the current max
ray dist. Also changed bounds checking a little, not sure if it's faster
This commit is contained in:
44
src/main.cpp
44
src/main.cpp
@@ -62,20 +62,22 @@ sf::Texture window_texture;
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int main() {
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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sf::Sprite s;
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sf::Texture t;
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sf::Sprite s;
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sf::Texture t;
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CL_Wrapper c;
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CL_Wrapper c;
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query_platform_devices();
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c.acquire_platform_and_device();
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c.create_shared_context();
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c.create_command_queue();
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c.acquire_platform_and_device();
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c.create_shared_context();
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c.create_command_queue();
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//c.compile_kernel("../kernels/kernel.cl", true, "hello");
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c.compile_kernel("../kernels/minimal_kernel.cl", true, "min_kern");
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//c.compile_kernel("../kernels/kernel.cl", true, "hello");
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if (c.compile_kernel("../kernels/minimal_kernel.cl", true, "min_kern") < 0) {
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std::cin.get();
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}
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std::cout << "map...";
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sf::Vector3i map_dim(MAP_X, MAP_Y, MAP_Z);
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@@ -252,6 +254,14 @@ int main() {
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// If the user tries to exit the application via the GUI
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if (event.type == sf::Event::Closed)
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window.close();
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if (event.type == sf::Event::KeyPressed) {
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if (event.key.code == sf::Keyboard::Space) {
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if (mouse_enabled)
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mouse_enabled = false;
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else
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mouse_enabled = true;
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}
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}
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}
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cam_vec.x = 0;
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@@ -289,15 +299,16 @@ int main() {
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cam_vec.y = -0.1f;
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}
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deltas = fixed - sf::Mouse::getPosition();
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if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
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if (mouse_enabled) {
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deltas = fixed - sf::Mouse::getPosition();
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if (deltas != sf::Vector2i(0, 0) && mouse_enabled == true) {
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// Mouse movement
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sf::Mouse::setPosition(fixed);
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cam_dir.y -= deltas.y / 300.0f;
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cam_dir.z -= deltas.x / 300.0f;
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// Mouse movement
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sf::Mouse::setPosition(fixed);
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cam_dir.y -= deltas.y / 300.0f;
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cam_dir.z -= deltas.x / 300.0f;
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}
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}
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cam_pos.x += cam_vec.x / 1.0;
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cam_pos.y += cam_vec.y / 1.0;
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cam_pos.z += cam_vec.z / 1.0;
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@@ -355,6 +366,7 @@ int main() {
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fps.draw(&window);
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window.display();
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//std::cin.get();
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}
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return 0;
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}
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