Strange attractors with OpenCL
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#include <cl2.hpp>
#include <NSWrapper.hpp>
#include <png.hpp>
#include <moggle/core/gl.hpp>
#include <moggle/core/shader.hpp>
#include <moggle/core/vao.hpp>
#include <moggle/core/vbo.hpp>
#include <OpenGL/gl3.h>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
#include <cassert>
#include <cmath>
using namespace std;
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
struct Vertex{
moggle::vector3<GLfloat> position;
moggle::vector3<GLfloat> color;
};
const Vertex quad[] = {
// x y z, r g b
{{1, -1, 0}, {1, 0, 0}},
{{-1, -1, 0}, {0, 1, 0}},
{{1, 1, 0}, {0, 0, 1}},
{{-1, 1, 0}, {1, 1, 1}}
};
static void check_shader(GLuint s){
GLint logLength;
glGetShaderiv(s, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *)malloc(logLength);
glGetShaderInfoLog(s, logLength, &logLength, log);
std::cout << "Shader compile log:\n%s" << log << std::endl;
free(log);
}
}
string slurp(string filename) {
ifstream in(filename);
stringstream sstr;
sstr << in.rdbuf();
return sstr.str();
}
struct App {
float time = 0;
moggle::shader_program program;
moggle::vao v;
moggle::vbo<Vertex> quad_vbo;
enum {
POS_ATTR,
COL_ATTR
};
void initialize(){
auto vs = moggle::shader::from_file(moggle::shader_type::vertex, "Fractal.vsh");
auto fs = moggle::shader::from_file(moggle::shader_type::fragment, "Fractal.fsh");
program.attach(vs);
program.attach(fs);
program.bind_attribute(POS_ATTR, "position");
program.bind_attribute(COL_ATTR, "color");
program.link();
v.bind();
quad_vbo.bind(GL_ARRAY_BUFFER);
quad_vbo.data(quad);
moggle::gl::enable_vertex_attribute_array(POS_ATTR);
moggle::gl::enable_vertex_attribute_array(COL_ATTR);
v.attribute(POS_ATTR, quad_vbo, &Vertex::position);
v.attribute(COL_ATTR, quad_vbo, &Vertex::color);
}
void draw(){
time += 1/60.0f;
moggle::gl::clear_color(0.65f, 0.65f, 0.65f, 1.0f);
moggle::gl::clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
program.use();
program.uniform<GLfloat>("rotation").set(time);
v.bind();
moggle::gl::draw_arrays(GL_TRIANGLE_STRIP, 0, 4);
}
};
struct CLApp {
void initialize(){
auto context = cl::Context::getDefault();
cout << context << endl;
cl_int err = 0;
// build the program
auto KernelSource = slurp("Kernel.cl");
cl::Program program(context, {KernelSource.c_str(), KernelSource.size()}, true, &err);
check(err);
cout << program << endl;
// grab the kernel
KernelOp kernel(program, "square", &err);
check(err);
// create a queue
cl::CommandQueue queue(context, context.getInfo<CL_CONTEXT_DEVICES>().front());
// make a lot of data
constexpr size_t W = 1280 * 1;
constexpr size_t H = 800 * 1;
std::vector<cl_float> input_vector(W*H);
for(int y = 0; y < H; ++y){
for(int x = 0; x < W; ++x){
input_vector[x + W*y] = 10 * ((x / double(W) - 0.5) + 1.3371337*(y / double(H) - 0.5));
}
}
// transfer data into buffers
cl::Buffer input(context, input_vector.begin(), input_vector.end(), false, true);
int r = 20, g = 20, b = 20;
// DO IT (in place)
for(int i = 0; i < r; ++i){
check(kernel(queue, W, H, input, W, input));
}
// read back
queue.finish();
auto red = input_vector;
// DO IT (in place)
for(int i = 0; i < g; ++i){
check(kernel(queue, W, H, input, W, input));
}
// read back
queue.finish();
auto green = input_vector;
// DO IT (in place)
for(int i = 0; i < b; ++i){
check(kernel(queue, W, H, input, W, input));
}
// read back
queue.finish();
auto& blue = input_vector;
// test
cout << "opencl is done" << endl;
png::ostream<> image(W, H, "test.png");
for(int i = 0; i < red.size(); ++i){
image << png::ostream<>::pixel(blue[i], red[i], green[i]);
}
cout << "png is saved" << endl;
}
};
int main() {
App a;
CLApp b;
NSAppWrapper app;
app.create_window({
[&](ContextParameters){
a.initialize();
// b.initialize();
},
[&](ContextParameters){
a.draw();
},
nullptr
});
app.run();
}