The new rendering method now works on the full compat case.
Added a kernel to help test opencl data passing renamed the kernels, buffers, etc.
This commit is contained in:
138
include/Curses.h
138
include/Curses.h
@@ -1,138 +0,0 @@
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#pragma once
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#include <SFML/Graphics.hpp>
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#include <list>
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class Curses {
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public:
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struct Slot {
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Slot(wchar_t unicode_value_,
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sf::Color font_color_,
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sf::Color backfill_color_) :
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unicode_value(unicode_value_),
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font_color(font_color_),
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backfill_color(backfill_color_)
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{};
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wchar_t unicode_value;
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sf::Color font_color;
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sf::Color backfill_color;
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};
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struct Tile {
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public:
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Tile(sf::Vector2i position_) :
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blank_standby(L'\u0020', sf::Color::Transparent, sf::Color::Black),
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position(position_)
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{ };
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private:
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Slot blank_standby;
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int index = 0; // What index in the vector are we. Backbone for blinking and scrolling
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int ratio_counter = 0; // Secondary counter to hold index positions for (ratio) length of time
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int ratio_value = 0;
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std::vector<Slot> slot_stack; // The icon that aligns with the index
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sf::Vector2i position; // Position of the text, and backfill
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public:
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void set_ratio(int ratio_) {
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ratio_value = ratio_;
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}
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sf::Vector2i getPosition() const {
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return position;
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}
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void push_back(Slot s) {
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slot_stack.push_back(s);
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}
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void clear_and_set(Slot s) {
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slot_stack.clear();
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slot_stack.push_back(s);
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}
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void clear() {
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slot_stack.clear();
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}
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sf::Color current_font_color() {
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if (slot_stack.size() > 0)
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return slot_stack.at(index).font_color;
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else
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return blank_standby.font_color;
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}
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sf::Color current_backfill_color() {
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if (slot_stack.size() > 0)
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return slot_stack.at(index).backfill_color;
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else
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return blank_standby.backfill_color;
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}
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wchar_t current_unicode_value() {
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if (slot_stack.size() > 0)
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return slot_stack.at(index).unicode_value;
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else
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return blank_standby.unicode_value;
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}
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void inc_index() {
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if (index >= slot_stack.size() - 1) {
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index = 0;
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}
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else if (ratio_counter == ratio_value) {
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ratio_counter = 0;
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index++;
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}
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else
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ratio_counter++;
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}
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};
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Curses(sf::Vector2i tile_size_, sf::Vector2i grid_dimensions);
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~Curses();
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void Update(double delta_time_);
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void Render();
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void setTile(Tile tile_);
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void setTiles(std::vector<Tile> tiles_); // Can be seperate, non-adjacent tiles
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void Clear();
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Tile* getTile(sf::Vector2i position_);
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std::vector<Curses::Tile*> getTiles(sf::Vector2i start_, sf::Vector2i end_);
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void ResizeTiles(sf::Vector2i size_);
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void ResizeTileGrid(sf::Vector2i grid_dimensions_);
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void setBlink(int ratio_, sf::Vector2i position_);
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void setScroll(int ratio_, sf::Vector2i start_, sf::Vector2i end_);
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void setScroll(int ratio_, sf::Vector2i start_, std::list<Slot> tiles_);
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private:
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sf::Vector2i grid_dimensions;
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sf::Vector2i tile_pixel_dimensions;
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sf::RenderWindow window;
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std::vector<Tile> tiles;
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sf::Font font;
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int multi_to_linear(sf::Vector2i position_) const;
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sf::Vector2i linear_to_multi(int position_) const;
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void set_tile_ratio(int ratio_, sf::Vector2i tile_position_);
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void append_slots(sf::Vector2i start_, std::list<Slot> values_);
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};
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@@ -6,6 +6,7 @@
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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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@@ -15,8 +16,10 @@
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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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// Note: windows.h must be included before Gl/GL.h
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#include <windows.h>
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#include <GL/GL.h>
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#elif defined TARGET_OS_MAC
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# include <OpenGL/OpenGL.h>
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@@ -47,12 +50,14 @@ public:
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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) override;
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void assign_light(std::string light_id, Light light) override;
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void assign_lights(std::vector<Light> lights) override;
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void assign_map(Old_Map *map) override;
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void assign_camera(Camera *camera) override;
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void validate() override;
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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 compute() override;
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void draw(sf::RenderWindow* window) override;
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private:
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@@ -78,6 +83,8 @@ private:
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int run_kernel(std::string kernel_name, const int work_size);
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void print_kernel_arguments();
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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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@@ -93,5 +100,6 @@ private:
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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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@@ -24,10 +24,12 @@ public:
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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 create_viewport(int width, int height, float v_fov, float h_fov) = 0;
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virtual void assign_light(std::string light_id, Light light) = 0;
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virtual void assign_lights(std::vector<Light> lights) = 0;
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virtual void validate() = 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 compute() = 0;
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virtual void draw(sf::RenderWindow* window) = 0;
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protected:
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@@ -35,11 +37,11 @@ protected:
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sf::Sprite viewport_sprite;
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sf::Texture viewport_texture;
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Old_Map * map;
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Camera *camera;
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std::map<std::string, Light> light_map;
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sf::Uint8 *viewport_image;
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sf::Vector4f *viewport_matrix;
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Old_Map * map = nullptr;
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Camera *camera = nullptr;
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std::vector<Light> lights;
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sf::Uint8 *viewport_image = nullptr;
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sf::Vector4f *viewport_matrix = nullptr;
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int error = 0;
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@@ -11,8 +11,13 @@ const float PI_F = 3.14159265358979f;
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struct Light {
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sf::Vector4f rgbi;
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// I believe that Vector3's get padded to Vector4's. Give them a non-garbage value
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sf::Vector3f position;
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const float padding_1 = -1;
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sf::Vector3f direction_cartesian;
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const float padding_2 = -2;
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};
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struct fps_counter {
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@@ -164,5 +169,6 @@ inline std::string read_file(std::string file_name){
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std::stringstream buf;
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buf << input_file.rdbuf();
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input_file.close();
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return buf.str();
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}
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