Whoops, forgot to remove the old stuff

This commit is contained in:
MitchellHansen
2017-02-08 01:30:10 -08:00
parent eb54125a64
commit afa6ce463a
9 changed files with 71 additions and 1530 deletions

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@@ -1,112 +0,0 @@
#pragma once
#include <RayCaster.h>
#include <vector>
#include <iostream>
#include "util.hpp"
#include <map>
#include <string.h>
#ifdef linux
#include <CL/cl.h>
#include <CL/opencl.h>
#include <GL/glx.h>
#elif defined _WIN32
#include <CL/cl_gl.h>
#include <CL/cl.h>
#include <CL/opencl.h>
// Note: windows.h must be included before Gl/GL.h
#include <windows.h>
#include <GL/GL.h>
#elif defined TARGET_OS_MAC
# include <OpenGL/OpenGL.h>
# include <OpenCL/opencl.h>
#endif
struct device {
cl_device_id id;
cl_device_type type;
cl_uint clock_frequency;
char version[128];
cl_platform_id platform;
cl_uint comp_units;
};
class Hardware_Caster : public RayCaster
{
public:
Hardware_Caster();
virtual ~Hardware_Caster();
int init() override;
// In interop mode, this will create a GL texture that we share
// Otherwise, it will create the pixel buffer and pass that in as an image, retrieving it each draw
// Both will create the view matrix, view res buffer
void create_viewport(int width, int height, float v_fov, float h_fov) override;
void assign_lights(std::vector<char> *data) override;
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;
void validate() override;
// TODO: Hoist this to the base class
void create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
// draw will abstract the gl sharing and software rendering
// methods of retrieving the screen buffer
void compute() override;
void draw(sf::RenderWindow* window) override;
int debug_quick_recompile();
void test_edit_viewport(int width, int height, float v_fov, float h_fov);
private:
int acquire_platform_and_device();
int create_shared_context();
int create_command_queue();
int check_cl_khr_gl_sharing();
int create_image_buffer(std::string buffer_name, cl_uint size, sf::Texture* texture);
int create_buffer(std::string buffer_name, cl_uint size, void* data);
int create_buffer(std::string buffer_name, cl_uint size, void* data, cl_mem_flags flags);
int store_buffer(cl_mem, std::string buffer_name);
int release_buffer(std::string buffer_name);
int compile_kernel(std::string kernel_source, bool is_path, std::string kernel_name);
int set_kernel_arg(std::string kernel_name, int index, std::string buffer_name);
int run_kernel(std::string kernel_name, const int work_size);
void print_kernel_arguments();
bool assert(int error_code, std::string function_name);
cl_device_id getDeviceID();
cl_platform_id getPlatformID();
cl_context getContext();
cl_kernel getKernel(std::string kernel_name);
cl_command_queue getCommandQueue();
cl_platform_id platform_id;
cl_device_id device_id;
cl_context context;
cl_command_queue command_queue;
std::map<std::string, cl_kernel> kernel_map;
std::map<std::string, cl_mem> buffer_map;
};

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@@ -1,52 +0,0 @@
#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include <Map.h>
#include "Old_Map.h"
#include "Camera.h"
#include "LightController.h"
class RayCaster {
public:
enum ERROR_CODES {
SHARING_NOT_SUPPORTED = 800,
OPENCL_NOT_SUPPORTED = 801,
OPENCL_ERROR = 802,
ERR = 803
};
RayCaster();
virtual ~RayCaster();
virtual int init() = 0;
virtual void assign_map(Old_Map *map) = 0;
virtual void assign_camera(Camera *camera) = 0;
virtual void create_viewport(int width, int height, float v_fov, float h_fov) = 0;
virtual void assign_lights(std::vector<char> *data) = 0;
virtual void validate() = 0;
// draw will abstract the gl sharing and software rendering
// methods of retrieving the screen buffer
virtual void compute() = 0;
virtual void draw(sf::RenderWindow* window) = 0;
protected:
sf::Sprite viewport_sprite;
sf::Texture viewport_texture;
Old_Map * map = nullptr;
Camera *camera = nullptr;
// std::vector<LightController::PackedData> *lights;
std::vector<char> *lights;
int light_count = 0;
sf::Uint8 *viewport_image = nullptr;
sf::Vector4f *viewport_matrix = nullptr;
sf::Vector2i viewport_resolution;
int error = 0;
};

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@@ -1,20 +0,0 @@
#include "Renderer.h"
Renderer::Renderer() {
cl = new CL_Wrapper();
if (!cl->was_init_valid()) {
delete cl;
rc = new RayCaster();
}
}
void Renderer::register_camera(Camera *camera) {
this->camera = camera;
}
void Renderer::draw() {
}

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@@ -1,61 +0,0 @@
#ifndef GAME_RENDERER_H
#define GAME_RENDERER_H
#include "SFML/Graphics.hpp"
#include "Camera.h"
#include "Old_Map.h"
#include "RayCaster.h"
// Renderer needs to handle the distinction between a few difference circumstances.
// A.) The machine supports OpenCL and cl_khr_gl_sharing
// Everything is normal, rendering is handled on-gpu
// B.) The machine support Opencl and NOT cl_khr_gl_sharing
// For every frame we have to pull the screen buffer from the GPU's memory
// C.) The machine does not support OpenCL
// We must use the fallback software renderer
// Renderer will hold its own CL_Renderer class which contains all of the data
// and functionality that the CL_Wrapper class currently does, but with the
// intent of leaving it specialized to only the raycaster. Any further OpenCL
// work can use its own class
// Perhaps in the future there will be a container "scene" which will
// hold the current map, camera, and light objects. The renderer will
// then be passed that scene which it will then use to render with
class Renderer {
public:
Renderer();
// The renderer needs all of the things that are required
// by CL in order to render the screen
void register_camera(Camera* camera);
void register_map(Old_Map* map);
void register_lights();
void create_viewport(float v_fov, float h_fov, int height, int width);
void register_light(LightController l);
void draw();
sf::RenderWindow* get_window();
private:
RayCaster *rc;
bool sharing_supported = false;
bool cl_supported = false;
sf::Uint8 *drawing_surface;
sf::RenderWindow* window;
std::vector<LightController> lights;
Old_Map* map;
Camera* camera;
sf::Uint8 *view_matrix;
};
#endif

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@@ -1,35 +0,0 @@
#include "RayCaster.h"
#include <thread>
class Software_Caster : public RayCaster
{
public:
Software_Caster();
virtual ~Software_Caster();
int init() override;
// In interop mode, this will create a GL texture that we share
// Otherwise, it will create the pixel buffer and pass that in as an image, retrieving it each draw
// Both will create the view matrix, view res buffer
void create_viewport(int width, int height, float v_fov, float h_fov) override;
void assign_lights(std::vector<char> *data) override;
void assign_map(Old_Map *map) override;
void assign_camera(Camera *camera) override;
void validate() override;
// draw will abstract the gl sharing and software rendering
// methods of retrieving the screen buffer
void compute() override;
void draw(sf::RenderWindow* window) override;
private:
void cast_viewport();
void cast_thread(int start_id, int end_id);
void cast_ray(int id);
void blit_pixel(sf::Color color, sf::Vector2i position, sf::Vector3i mask);
sf::Color global_light(sf::Color in, sf::Vector3i mask);
};