Example #1
0
void marching_cubes_update() {

  int size[3] = {width, height, depth};
  
  /* Update volumes */
  
  kernel_memory_gl_aquire(metaball_positions);
  kernel_memory_gl_aquire(vertex_positions_buffer);
  kernel_memory_gl_aquire(vertex_normals_buffer);
  
  kernel_set_argument(write_metaballs, 1, sizeof(cl_int3), &size);
  kernel_set_argument(write_metaballs, 2, sizeof(kernel_memory), &metaball_positions);
  kernel_set_argument(write_metaballs, 3, sizeof(cl_int), &num_metaballs);
  kernel_run(write_metaballs, width * height * depth);
  
  /* End */
  
  int zero = 0;
  kernel_memory_write(vertex_index, sizeof(int), &zero);
  
  const int num_workers = (width-1) * (height-1) * (depth-1);
  
  kernel_set_argument(construct_surface, 0, sizeof(kernel_memory), &volume);
  kernel_set_argument(construct_surface, 1, sizeof(cl_int3), &size);
  kernel_set_argument(construct_surface, 2, sizeof(kernel_memory), &vertex_positions_buffer);
  kernel_set_argument(construct_surface, 3, sizeof(kernel_memory), &vertex_index);
  kernel_run(construct_surface, num_workers);
  
  kernel_memory_read(vertex_index, sizeof(cl_int), &num_verts);
  
  /* Generate Normals */
  
  if (num_verts > 0) {
    kernel_set_argument(generate_normals_smooth, 0, sizeof(kernel_memory), &vertex_positions_buffer);
    kernel_set_argument(generate_normals_smooth, 1, sizeof(kernel_memory), &vertex_normals_buffer);
    kernel_set_argument(generate_normals_smooth, 2, sizeof(kernel_memory), &metaball_positions);
    kernel_set_argument(generate_normals_smooth, 3, sizeof(cl_int), &num_metaballs);
    kernel_run(generate_normals_smooth, num_verts);
  }
  
  /*
  kernel_set_argument(generate_normals, 0, sizeof(kernel_memory), &vertex_positions_buffer);
  kernel_set_argument(generate_normals, 1, sizeof(kernel_memory), &vertex_normals_buffer);
  kernel_run(generate_normals, num_verts/3);
  */
  
  kernel_memory_gl_release(vertex_positions_buffer);
  kernel_memory_gl_release(vertex_normals_buffer);
  kernel_memory_gl_release(metaball_positions);
  
  kernel_run_finish();
  
}
Example #2
0
void particles_update(float timestep) {
  
  int random = rand();
  
#ifndef CPU_ONLY
  
  #ifndef OPEN_GL_CPU
    kernel_memory_gl_aquire(k_particle_positions);
    kernel_memory_gl_aquire(k_particle_velocities);
    kernel_memory_gl_aquire(k_particle_lifetimes);
    kernel_memory_gl_aquire(k_particle_randoms);
  #endif
    
      kernel_set_argument(k_update, 6, sizeof(cl_float), &timestep);
      kernel_set_argument(k_update, 7, sizeof(cl_int), &reset);
      kernel_set_argument(k_update, 8, sizeof(cl_int), &random);
      kernel_run(k_update, particle_count);
      
      reset = 0;
    
  #ifndef OPEN_GL_CPU
    kernel_memory_gl_release(k_particle_positions);
    kernel_memory_gl_release(k_particle_velocities);
    kernel_memory_gl_release(k_particle_lifetimes);
    kernel_memory_gl_release(k_particle_randoms);
  #endif
    
    kernel_run_finish();
  
#else
  
  for(int i = 0; i < particle_count; i++) {
  
    particle_lifetimes[i] = particle_lifetimes[i] + timestep;
    
    if ((particle_lifetimes[i] > 60.0) || ( v4_length(particle_velocities[i]) < 0.5 )) {
      
      particle_lifetimes[i] = 0.0;
      
      particle_positions[i] = v4(32,15,32,1);
      
      int random_index = (random + i) % particle_count;
      float rx = particle_randoms[random_index].x;
      float ry = particle_randoms[random_index].y;
      float rz = particle_randoms[random_index].z;
      particle_velocities[i] = v4_mul(v4(rx, ry, rz, 0), 5);
    
    } else {
    
      /* Update positions and velocity */
      particle_positions[i].x = particle_positions[i].x + (particle_velocities[i].x * timestep);
      particle_positions[i].y = particle_positions[i].y + (particle_velocities[i].y * timestep);
      particle_positions[i].z = particle_positions[i].z + (particle_velocities[i].z * timestep);
      
      particle_velocities[i].y = particle_velocities[i].y - (9.81 * timestep);
      
      /* Bounce on floors */
      if (particle_positions[i].y < 15.0) {
        particle_velocities[i].x = particle_velocities[i].x * 0.75;
        particle_velocities[i].y = particle_velocities[i].y * 0.75;
        particle_velocities[i].z = particle_velocities[i].z * 0.75;
        particle_velocities[i].y = -particle_velocities[i].y;
      }
    }
  }

#endif
  
}