Got the octree data to the GPU and it's traversing it, but it having some corruption issues. Endianness???

This commit is contained in:
MitchellHansen
2017-09-24 00:50:09 -07:00
parent ba11f9c081
commit ebce781eb3
12 changed files with 403 additions and 152 deletions

View File

@@ -63,6 +63,7 @@ private:
std::shared_ptr<sf::RenderWindow> window;
std::shared_ptr<Old_Map> map;
std::shared_ptr<Map> octree;
std::shared_ptr<Camera> camera;
std::shared_ptr<CLCaster> raycaster;
std::shared_ptr<LightHandle> light_handle;

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@@ -10,6 +10,7 @@
#include <GL/glew.h>
#include <unordered_map>
#include "Logger.h"
#include "map/Map.h"
#ifdef linux
#include <CL/cl.h>
@@ -86,23 +87,79 @@ struct PackedData;
class CLCaster {
public:
enum ERROR_CODES {
SHARING_NOT_SUPPORTED = 800,
OPENCL_NOT_SUPPORTED = 801,
OPENCL_ERROR = 802,
ERR = 803
};
/**
* CLCaster is the beginning and end to all interaction with the GPU.
*
* It queries devices, manages the creation of various data structures as well
* as they syncing between the GPU. It Handles computing of the cast as well
* as rendering of the computed cast.
*
*/
CLCaster();
virtual ~CLCaster();
// Queries hardware, creates the command queue and context, and compiles kernel
bool init();
// Creates a texture to send to the GPU via height and width
// Creates a viewport vector array via vertical and horizontal fov
bool create_viewport(int width, int height, float v_fov, float h_fov) ;
// Light controllers own the copy of the PackedData array.
// We receive a pointer to the array and USE_HOST_POINTER to map the memory to the GPU
bool assign_lights(std::vector<PackedData> *data) ;
// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
bool assign_map(std::shared_ptr<Old_Map> map);
bool release_map();
// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
bool assign_octree(std::shared_ptr<Map> octree);
bool release_octree();
// We take a ptr to the camera and create a camera direction and position buffer
bool assign_camera(std::shared_ptr<Camera> camera);
bool release_camera();
// Creates 3 buffers relating to the texture atlas: texture_atlas, atlas_dim, and tile_dim
// With these on the GPU we can texture any quad with an atlas tile
bool create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
// Check to make sure that the buffers have been initiated and set them as kernel args
bool validate() ;
// Aquires the GL objects, runs the kernel, releases back the GL objects
bool compute() ;
// Take the viewport sprite and draw it to the screen
void draw(sf::RenderWindow* window) ;
// Load the saved device config from a file
bool load_config();
// Save the chosen device config to a file
void save_config();
// ================================== DEBUG =======================================
// Re compile the kernel and revalidate the args
bool debug_quick_recompile();
// Modify the viewport matrix
void test_edit_viewport(int width, int height, float v_fov, float h_fov);
private:
/**
* Device is a storage container for device data we retrieve from OpenCL
*
* The data is mainly queries as strings or integer types and stored into
* respective containers. We store this data into a file and retrieve it later
* to let users select a preferred compute device and keep track of their choice
*/
* Device is a storage container for device data we retrieve from OpenCL
*
* The data is mainly queries as strings or integer types and stored into
* respective containers. We store this data into a file and retrieve it later
* to let users select a preferred compute device and keep track of their choice
*/
class device {
public:
@@ -140,66 +197,6 @@ public:
};
/**
* Hardware caster is the beginning and end to all interaction with the GPU.
*
* It queries devices, manages the creation of various data structures as well
* as they syncing between the GPU. It Handles computing of the cast as well
* as rendering of the computed cast.
*
*/
CLCaster();
virtual ~CLCaster();
// Queries hardware, creates the command queue and context, and compiles kernel
bool init();
// Creates a texture to send to the GPU via height and width
// Creates a viewport vector array via vertical and horizontal fov
bool create_viewport(int width, int height, float v_fov, float h_fov) ;
// Light controllers own the copy of the PackedData array.
// We receive a pointer to the array and USE_HOST_POINTER to map the memory to the GPU
bool assign_lights(std::vector<PackedData> *data) ;
// We take a ptr to the map and create the map, and map_dimensions buffer for the GPU
bool assign_map(std::shared_ptr<Old_Map> map);
bool release_map();
// We take a ptr to the camera and create a camera direction and position buffer
bool assign_camera(std::shared_ptr<Camera> camera);
bool release_camera();
// Creates 3 buffers relating to the texture atlas: texture_atlas, atlas_dim, and tile_dim
// With these on the GPU we can texture any quad with an atlas tile
bool create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
// Check to make sure that the buffers have been initiated and set them as kernel args
bool validate() ;
// Aquires the GL objects, runs the kernel, releases back the GL objects
bool compute() ;
// Take the viewport sprite and draw it to the screen
void draw(sf::RenderWindow* window) ;
// Load the saved device config from a file
bool load_config();
// Save the chosen device config to a file
void save_config();
// ================================== DEBUG =======================================
// Re compile the kernel and revalidate the args
bool debug_quick_recompile();
// Modify the viewport matrix
void test_edit_viewport(int width, int height, float v_fov, float h_fov);
private:
// Cycle through the OpenCL devices and store *all* of their data, not super useful
bool query_hardware();
@@ -281,6 +278,7 @@ private:
std::shared_ptr<Camera> camera;
std::shared_ptr<Old_Map> map;
std::shared_ptr<Map> octree;
std::vector<PackedData> *lights;
int light_count = 0;

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@@ -7,10 +7,35 @@
#include "CLCaster.h"
#include "LightHandle.h"
// Typical light workflow:
// 1.) Create light prototype with desired values
// 2.) Submit prototype to the LightController
/**
* Light Handle :
* - Contains data relating to movement, and a reference to the rbgi, direction, and position
* elements in the LightController.
* - Resultant of the use of LightController.create_light(LightPrototype). Cannot be self instantiated.
* - On deconstruction, light data is removed from the LightController via a reference and the light disappears
*
* LightPrototype :
* - Contains the desired starting values for the light. The LightHandler object will then be
* instantiated using this data
*
* PackedData :
* - We need to single out the data that the GPU needs into a single contiguous
* array. PackedData holds the values for position, direction, and rgbi
*
* LightController :
* - Contains the PackedData array in a static sized array.
* Empty light slots are set to 0 and still sent over the line
* TODO: This introduces light limits and inefficiencies
* - Contains a factory that takes LightPrototypes and generates unique ptr LightHandles.
* Each light handle is given a light index enabling light removal.
*
* Typical light workflow:
* 1.) Create light prototype with desired values
* 2.) Submit prototype to the LightController
* 3.) Get a light handle back from the controller
* - The handle is unsafe and will break if it exceeds PackedData's lifetime
*
*/
struct LightPrototype {
@@ -56,8 +81,10 @@ public:
LightController(std::shared_ptr<CLCaster> raycaster);
~LightController();
// find a free light 'slot' and create
// find a free light 'slot' and create the light
// LightHandles are single instance single lifetime data structures
std::shared_ptr<LightHandle> create_light(LightPrototype light_prototype);
void remove_light(unsigned int light_index);
void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) override;

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@@ -6,29 +6,6 @@
#include "Vector4.hpp"
// Light Handle :
// - Contains data relating to movement, and a reference to the rbgi, direction, and position
// elements in the LightController.
// - Resultant of the use of LightController.create_light(LightPrototype). Cannot be self instantiated.
// - On deconstruction, light data is removed from the LightController and the light disappears
// LightPrototype :
// - Contains the desired starting values for the light. The LightHandler object will then be
// instantiated using this data
// PackedData :
// - We need to single out the data that the GPU needs into a single contiguous
// array. PackedData holds the values for position, direction, and rgbi
// LightController :
// - Contains the PackedData array in a static sized array.
// Empty light slots are set to 0 and still sent over the line
// TODO: This introduces light limits and inefficiencies
// - Contains a factory that takes LightPrototypes and generates unique ptr LightHandles.
// Each light handle is given a light index enabling light removal.
struct LightPrototype;
class LightController;
struct PackedData;

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@@ -95,7 +95,7 @@ private:
};
// Mask for counting the previous valid bits
const uint8_t count_mask_8[8]{
const uint8_t count_mask_8[8] = {
0x1, 0x3, 0x7, 0xF,
0x1F, 0x3F, 0x7F, 0xFF
};