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