quick save before the main.cpp refactor
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60
include/Application.h
Normal file
60
include/Application.h
Normal file
@@ -0,0 +1,60 @@
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#pragma once
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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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#elif defined _WIN32
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// Good lord, windows.h overwrote the std::min() max() definitions
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#define NOMINMAX
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#include <windows.h>
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// As if hardware is ever going to move away from 1.2
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#define CL_USE_DEPRECATED_OPENCL_1_2_APIS
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#include <CL/cl.h>
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#include <CL/opencl.h>
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#elif defined TARGET_OS_MAC
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#include <OpenGL/gl.h>
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#include <OpenGL/OpenGL.h>
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#include <OpenCL/opencl.h>
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#include <OpenCL/cl_gl_ext.h>
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#include <OpenCL/cl_ext.h>
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#endif
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#include "util.hpp"
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#include <iostream>
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#include <chrono>
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#include <SFML/Graphics.hpp>
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#include <SFML/Network.hpp>
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#include "map/Old_Map.h"
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#include "CLCaster.h"
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#include "Vector4.hpp"
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#include "Camera.h"
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#include "Input.h"
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#include "Pub_Sub.h"
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#include "LightController.h"
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#include "LightHandle.h"
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#include "imgui/imgui-SFML.h"
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#include "imgui/imgui.h"
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#include "map/Map.h"
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// Srsly people who macro error codes are the devil
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#undef ERROR
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#include "Logger.h"
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class Application {
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public:
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const int WINDOW_X = 1536;
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const int WINDOW_Y = 1024;
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const int MAP_X = 256;
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const int MAP_Y = 256;
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const int MAP_Z = 256;
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private:
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static float elap_time();
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};
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@@ -84,7 +84,7 @@ struct device_info {
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struct PackedData;
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class Hardware_Caster {
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class CLCaster {
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public:
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@@ -148,8 +148,8 @@ public:
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* as rendering of the computed cast.
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*
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*/
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Hardware_Caster();
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virtual ~Hardware_Caster();
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CLCaster();
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virtual ~CLCaster();
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// Queries hardware, creates the command queue and context, and compiles kernel
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@@ -4,7 +4,7 @@
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#include <numeric>
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#include "util.hpp"
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#include "Pub_Sub.h"
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#include "Hardware_Caster.h"
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#include "CLCaster.h"
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#include "LightHandle.h"
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@@ -48,12 +48,12 @@ struct PackedData {
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};
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class LightHandle;
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class Hardware_Caster;
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class CLCaster;
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class LightController : public VrEventSubscriber {
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public:
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LightController(std::shared_ptr<Hardware_Caster> raycaster);
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LightController(std::shared_ptr<CLCaster> raycaster);
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~LightController();
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// find a free light 'slot' and create
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