#include "app.hpp" #include "utils.hpp" #include using namespace std; static std::vector generate_random_points(size_t N){ std::vector ret(N); const float d = 0.1; for(auto& x : ret){ x[0] = d * rand() / float(RAND_MAX); x[1] = d * rand() / float(RAND_MAX); x[2] = d * rand() / float(RAND_MAX); } return ret; } enum { POS_ATTR, TEX_ATTR }; App::App(GLContext& gl_context) : gl_vbo(create_vbo(generate_random_points(N))) , gl_vao(create_vao(gl_vbo)) , gl_program(create_shader_from_files("Fractal.vsh", "Fractal.fsh")) , cl_context(create_shared_cl_context(gl_context)) , cl_device(cl_context.getInfo().front()) , cl_queue(cl_context, cl_device) , cl_buffer(cl_context, 0, gl_vbo.id) , cl_program(create_cl_program("Kernel.cl")) , k_update(cl_program, "update") { moggle::gl::clear_color(0.0f, 0.0f, 0.0f, 1.0f); moggle::gl::enable(GL_BLEND); moggle::gl::blend_function(GL_ONE, GL_ONE); moggle::gl::blend_equation(GL_FUNC_ADD); } void App::draw(){ auto dt = 1/60.0; time += dt; if(wait > 0) wait -= dt; if(wait <= 0){ k_update(cl_queue, N, p_s, p_r, p_b, p_dt, cl_buffer); } cl::checky(cl_queue.finish()); moggle::gl::clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl_program.use(); gl_vao.bind(); moggle::gl::draw_arrays(GL_POINTS, 0, N); } void App::resize(size_t w, size_t h){ wait = 5; W = w; H = h; } moggle::shader_program App::create_shader_from_files(string vertex, string fragment){ moggle::shader_program program; auto vs = moggle::shader::from_file(moggle::shader_type::vertex, vertex); auto fs = moggle::shader::from_file(moggle::shader_type::fragment, fragment); program.attach(vs); program.attach(fs); program.bind_attribute(POS_ATTR, "position"); program.link(); return program; } moggle::vbo App::create_vbo(const std::vector& data){ moggle::vbo vbo; vbo.bind(GL_ARRAY_BUFFER); vbo.data(data); return vbo; } moggle::vao App::create_vao(const moggle::vbo& vbo){ moggle::vao vao; vao.bind(); moggle::gl::enable_vertex_attribute_array(POS_ATTR); vao.attribute(POS_ATTR, vbo); return vao; } GLuint App::create_gl_texture(GLsizei width, GLsizei height){ GLuint tex = 0; moggle::gl::active_texture(GL_TEXTURE0); moggle::gl::generate_textures(1, &tex); moggle::gl::bind_texture(GL_TEXTURE_2D, tex); moggle::gl::texture_image_2d(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr); moggle::gl::texture_parameter_i(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); moggle::gl::texture_parameter_i(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); return tex; } cl::Context App::create_shared_cl_context(GLContext& gl_context){ CGLShareGroupObj sharegroup = CGLGetShareGroup(gl_context.ctx); cl_context_properties properties[] = { CL_CONTEXT_PROPERTY_USE_CGL_SHAREGROUP_APPLE, (cl_context_properties)sharegroup, 0 }; cl_int err = 0; cl::Context cl_context(CL_DEVICE_TYPE_CPU, properties, nullptr, nullptr, &err); cl::checky(err); return cl_context; } cl::Program App::create_cl_program(string file){ cl_int err = 0; // build the program cl::Program cl_program(cl_context, slurp(file), true, &err); cout << cl_program.getBuildInfo(cl_device) << std::endl; cl::checky(err); cout << cl_program << endl; return cl_program; }