Point3f vectNormalize(Point3f a) { float len2 = a.x * a.x + a.y * a.y + a.z * a.z; if (len2 <= 0) return (Point3f) { 0, 0, 0 }; return vectDiv(a, sqrtf(len2)); }
void captureOctTree(Point3f camera, Point3f target, Point3f up, int width, int height, float *data) { //normalize vectors target = vectNormalize(target); up = vectNormalize(up); Point3f right = vectNormalize(vectMul(target, up)); Point3f relative_up = vectNormalize(vectMul(right, camera_target)); target = vectDiv(target, tanf(AOV / 2.f)); Point3f bottom_left_vec = vectSum(target, vectDiv(relative_up, -2), vectDiv(right, -2)); Point3f dright = vectDiv(right, (float)width); Point3f dup = vectDiv(relative_up, (float)height); cl_int status; status = clEnqueueAcquireGLObjects(queue, 1, &image, 0, NULL, NULL); check_cl(status, "enqueue gl"); // find the camera Point3f origin = camera; OctTreeNode *tree = mainOctTree; int dx, dy, dz; float radius = 1.f; Point3f center = (Point3f) { 0.f, 0.f, 0.f }; Point3f local = vectMulScalar(origin, center, -1); cl_int offset = 0; while (tree->type >= 0) { dx = local.x > 0; dy = local.y > 0; dz = local.z > 0; offset = tree->nodes[dx][dy][dz]; tree = mainOctTree + offset; radius /= 2.f; center = (Point3f) { center.x + (2 * dx - 1) * radius, center.y + (2 * dy - 1) * radius, center.z + (2 * dz - 1) * radius }; local = vectMulScalar(origin, center, -1); } Point3f camera111 = vectMulScalar(origin, (Point3f) { 1.f, 1.f, 1.f }, 1.f); Point3f light111 = vectMulScalar(light, (Point3f) { 1.f, 1.f, 1.f }, 1.f); // cl_float3 is bigger than Point3f but we're only passing stack-allocated stuff, so reading garbage is safe status = clSetKernelArg(kernel, 0, sizeof(cl_float3), &camera111); check_cl(status, "set arg 0"); status = clSetKernelArg(kernel, 1, sizeof(cl_float3), &light111); check_cl(status, "set arg 1"); status = clSetKernelArg(kernel, 2, sizeof(cl_float3), &bottom_left_vec); check_cl(status, "set arg 2"); status = clSetKernelArg(kernel, 3, sizeof(cl_float3), &dup); check_cl(status, "set arg 3"); status = clSetKernelArg(kernel, 4, sizeof(cl_float3), &dright); check_cl(status, "set arg 4"); status = clSetKernelArg(kernel, 5, sizeof(cl_mem), &mainOctCL); check_cl(status, "set arg 5"); status = clSetKernelArg(kernel, 6, sizeof(cl_mem), &image); check_cl(status, "set arg 6"); status = clSetKernelArg(kernel, 7, sizeof(cl_int), &offset); check_cl(status, "set arg 7"); // run kernel size_t global_work_size[] = {width, height}; size_t local_work_size[] = {8, 8}; status = clEnqueueNDRangeKernel(queue, kernel, 2, NULL, global_work_size, local_work_size, 0, NULL, NULL); check_cl(status, "enqueue kernel"); status = clEnqueueReleaseGLObjects(queue, 1, &image, 0, NULL, NULL); check_cl(status, "release gl"); status = clFinish(queue); check_cl(status, "finish"); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture); glBegin(GL_QUADS); glTexCoord2i(0, 1); glVertex2f(-1, 1.0f); glTexCoord2i(1, 1); glVertex2f(1.0f, 1.0f); glTexCoord2i(1, 0); glVertex2f(1.0f, -1.f); glTexCoord2i(0, 0); glVertex2f(-1, -1.f); glEnd(); glDisable(GL_TEXTURE_2D); glFinish(); }
int main (int argc, const char * argv[]) { printf("Hello, World!\n"); printf("\n MVector Version %d Test Harness\n\n",MVECTOR_VERSION_NUM); VectorH a; VectorH b; VectorH c; VectorH ans; double dans; a = vectCreate(1,2,3); b = vectCreate(4,5,6); if(vectEquals(a, a)){ printf("vectEquals: Test passed\n"); }else{ printf("vectEquals: Test Failed\n"); exit(0); } if(vectNotEqual(a, b)){ printf("vectNotEqual: Test passed\n"); }else{ printf("vectNotEqual: Test Failed\n"); exit(0); } c = vectAdd(a, b); ans = vectCreate(5, 7, 9); if(vectEquals(c, ans)){ printf("vectEquals: Test passed\n"); }else{ printf("vectEquals: Test Failed\n"); exit(0); } ans = vectCreate(11, 12, 13); c = vectAddScaler(a, 10); if(vectEquals(c, ans)){ printf("vectAddScaler: Test passed\n"); }else{ printf("vectAddScaler: Test Failed\n"); exit(0); } ans = vectCreate(3, 3, 3); c = vectSub(b, a); if(vectEquals(c, ans)){ printf("vectSub: Test passed\n"); }else{ printf("vectSub: Test Failed\n"); exit(0); } ans = vectCreate(2, 3, 4); c = vectSubScaler(b, 2); if(vectEquals(c, ans)){ printf("vectSubScaler: Test passed\n"); }else{ printf("vectSubScaler: Test Failed\n"); exit(0); } ans = vectCreate(8, 10, 12); c = vectMult(b, 2); if(vectEquals(c, ans)){ printf("vectMult: Test passed\n"); }else{ printf("vectMult: Test Failed\n"); exit(0); } ans = vectDiv(ans, 2); if(vectEquals(b, ans)){ printf("vectDiv: Test passed\n"); }else{ printf("vectDiv: Test Failed\n"); exit(0); } ans = vectCreate(-1, -2, -3); c = vectMinus(a); if(vectEquals(c, ans)){ printf("vectMinus: Test passed\n"); }else{ printf("vectMinus: Test Failed\n"); exit(0); } dans = sqrt(4*4+5*5+6*6); if ( vectMag(b) == dans){ printf("vectMag: Test passed\n"); }else{ printf("vectMag: Test Failed\n"); exit(0); } ans = vectDiv(b, dans); c = vectNorm(b); if(vectEquals(c,ans)){ printf("vectNorm: Test passed\n"); }else{ printf("vectNorm: Test Failed\n"); exit(0); } dans = b.x*a.x + a.y*b.y + a.z*b.z; if(vectDot(a, b) == dans){ printf("vectDot: Test passed\n"); }else{ printf("vectDot: Test Failed\n"); exit(0); } a=vectCreate(1, 0, 0); b=vectCreate(0, 1, 0); ans = vectCreate(0, 0, 1); c = vectCross(a, b); if(vectEquals(c, ans)){ printf("vectCross: Test passed\n"); }else{ printf("vectCross: Test Failed\n"); exit(0); } c = vectRotatex(ans, -1*PI/2); if(vectEquals(c, b)){ printf("vectRotatex: Test passed\n"); }else{ printf("vectRotatex: Test Failed\n"); exit(0); } ans = vectCreate(0, 0, 1); c = vectRotatey(a, -PI/2); if(vectEquals(c, ans)){ printf("vectRotatey: Test passed\n"); }else{ printf("vectRotatey: Test Failed\n"); exit(0); } c = vectRotatez(a, PI/2); if(vectEquals(c, b)){ printf("vectRotatez: Test passed\n"); }else{ printf("vectRotatez: Test Failed\n"); exit(0); } c = vectRotateAxis(a, ans, PI/2); if(vectEquals(c, b)){ printf("vectRotateAxis: Test passed\n"); }else{ printf("vectRotateAxis: Test Failed\n"); exit(0); } return 0; }