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(); }
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), ×tep); 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 }