Esempio n. 1
0
void SprsArray<Dtype>::Create(const Array<Dtype>& array) {
  // verify the array
  if (array.GetDimCnt() != 2) {
    std::cout << "[ERROR] the input array must be 2-dimensional" << std::endl;
    exit(-1);
  } // ENDIF: array

  // obtain basic variables
  rowCnt_ = array.GetDimLen(0);
  colCnt_ = array.GetDimLen(1);
  nnzCnt_ = 0;
  std::size_t eleCnt = array.GetEleCnt();
  const Dtype* pData = array.GetDataPtr();
  for (std::size_t eleIdx = 0; eleIdx < eleCnt; ++eleIdx) {
    if (ABS(pData[eleIdx]) > kEpsilon) {
      nnzCnt_++;
    } // ENDIF: ABS
  } // ENDFOR: eleIdx

  // release space occupied by previous pointers (if any)
  Delete();

  // allocate space for pointers
  val_ = new Dtype[nnzCnt_];
  idx_ = new MKL_INT[nnzCnt_];
  ptrb_ = new MKL_INT[rowCnt_];
  ptre_ = new MKL_INT[rowCnt_];

  // convert the dense array to CSR format, zero-based indexing)
  std::size_t nnzIdx = 0;
  for (std::size_t rowIdx = 0; rowIdx < rowCnt_; ++rowIdx) {
    // initialize variables for the current row
    const Dtype* pData = array.GetDataPtr() + rowIdx * colCnt_;
    bool isFirst = true;

    // scan through the current row
    for (std::size_t colIdx = 0; colIdx < colCnt_; ++colIdx) {
      if (ABS(pData[colIdx]) > kEpsilon) {
        val_[nnzIdx] = pData[colIdx];
        idx_[nnzIdx] = colIdx;
        if (isFirst) {
          isFirst = false;
          ptrb_[rowIdx] = nnzIdx;
        } // ENDIF: isFirst
        ptre_[rowIdx] = ++nnzIdx;
      } // ENDIF: ABS
    } // ENDFOR: colIdx
  } // ENDFOR: rowIdx
}
Esempio n. 2
0
void GlGeometry::Create( const VertexAttribs & attribs, const Array< TriangleIndex > & indices )
{
	vertexCount = attribs.position.GetSizeI();
	indexCount = indices.GetSizeI();

	glGenBuffers( 1, &vertexBuffer );
	glGenBuffers( 1, &indexBuffer );
	glGenVertexArraysOES_( 1, &vertexArrayObject );
	glBindVertexArrayOES_( vertexArrayObject );
	glBindBuffer( GL_ARRAY_BUFFER, vertexBuffer );

	Array< uint8_t > packed;
	PackVertexAttribute( packed, attribs.position,		VERTEX_ATTRIBUTE_LOCATION_POSITION,			GL_FLOAT,	3 );
	PackVertexAttribute( packed, attribs.normal,		VERTEX_ATTRIBUTE_LOCATION_NORMAL,			GL_FLOAT,	3 );
	PackVertexAttribute( packed, attribs.tangent,		VERTEX_ATTRIBUTE_LOCATION_TANGENT,			GL_FLOAT,	3 );
	PackVertexAttribute( packed, attribs.binormal,		VERTEX_ATTRIBUTE_LOCATION_BINORMAL,			GL_FLOAT,	3 );
	PackVertexAttribute( packed, attribs.color,			VERTEX_ATTRIBUTE_LOCATION_COLOR,			GL_FLOAT,	4 );
	PackVertexAttribute( packed, attribs.uv0,			VERTEX_ATTRIBUTE_LOCATION_UV0,				GL_FLOAT,	2 );
	PackVertexAttribute( packed, attribs.uv1,			VERTEX_ATTRIBUTE_LOCATION_UV1,				GL_FLOAT,	2 );
	PackVertexAttribute( packed, attribs.jointIndices,	VERTEX_ATTRIBUTE_LOCATION_JOINT_INDICES,	GL_INT,		4 );
	PackVertexAttribute( packed, attribs.jointWeights,	VERTEX_ATTRIBUTE_LOCATION_JOINT_WEIGHTS,	GL_FLOAT,	4 );

	glBufferData( GL_ARRAY_BUFFER, packed.GetSize() * sizeof( packed[0] ), packed.GetDataPtr(), GL_STATIC_DRAW );

	glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, indexBuffer );
	glBufferData( GL_ELEMENT_ARRAY_BUFFER, indices.GetSizeI() * sizeof( indices[0] ), indices.GetDataPtr(), GL_STATIC_DRAW );

	glBindVertexArrayOES_( 0 );

	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_POSITION );
	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_NORMAL );
	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_TANGENT );
	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_BINORMAL );
	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_COLOR );
	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_UV0 );
	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_UV1 );
	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_JOINT_INDICES );
	glDisableVertexAttribArray( VERTEX_ATTRIBUTE_LOCATION_JOINT_WEIGHTS );
}
Esempio n. 3
0
void PackVertexAttribute( Array< uint8_t > & packed, const Array< _attrib_type_ > & attrib,
				const int glLocation, const int glType, const int glComponents )
{
	if ( attrib.GetSize() > 0 )
	{
		const size_t offset = packed.GetSize();
		const size_t size = attrib.GetSize() * sizeof( attrib[0] );

		packed.Resize( offset + size );
		memcpy( &packed[offset], attrib.GetDataPtr(), size );

		glEnableVertexAttribArray( glLocation );
		glVertexAttribPointer( glLocation, glComponents, glType, false, sizeof( attrib[0] ), (void *)( offset ) );
	}
	else
	{
		glDisableVertexAttribArray( glLocation );
	}
}
Esempio n. 4
0
void GlGeometry::Update( const VertexAttribs & attribs )
{
	vertexCount = attribs.position.GetSizeI();

	glBindVertexArrayOES_( vertexArrayObject );

	glBindBuffer( GL_ARRAY_BUFFER, vertexBuffer );

	Array< uint8_t > packed;
	PackVertexAttribute( packed, attribs.position,		VERTEX_ATTRIBUTE_LOCATION_POSITION,			GL_FLOAT,	3 );
	PackVertexAttribute( packed, attribs.normal,		VERTEX_ATTRIBUTE_LOCATION_NORMAL,			GL_FLOAT,	3 );
	PackVertexAttribute( packed, attribs.tangent,		VERTEX_ATTRIBUTE_LOCATION_TANGENT,			GL_FLOAT,	3 );
	PackVertexAttribute( packed, attribs.binormal,		VERTEX_ATTRIBUTE_LOCATION_BINORMAL,			GL_FLOAT,	3 );
	PackVertexAttribute( packed, attribs.color,			VERTEX_ATTRIBUTE_LOCATION_COLOR,			GL_FLOAT,	4 );
	PackVertexAttribute( packed, attribs.uv0,			VERTEX_ATTRIBUTE_LOCATION_UV0,				GL_FLOAT,	2 );
	PackVertexAttribute( packed, attribs.uv1,			VERTEX_ATTRIBUTE_LOCATION_UV1,				GL_FLOAT,	2 );
	PackVertexAttribute( packed, attribs.jointIndices,	VERTEX_ATTRIBUTE_LOCATION_JOINT_INDICES,	GL_INT,		4 );
	PackVertexAttribute( packed, attribs.jointWeights,	VERTEX_ATTRIBUTE_LOCATION_JOINT_WEIGHTS,	GL_FLOAT,	4 );

	glBufferData( GL_ARRAY_BUFFER, packed.GetSize() * sizeof( packed[0] ), packed.GetDataPtr(), GL_STATIC_DRAW );
}