示例#1
0
void MemExploreApp::draw()
{
  mTexture = gl::Texture(mDataPointer, GL_RGBA, mVolumeDim * mTilesDim, mVolumeDim * mTilesDim);
  mTexture.setWrap(GL_REPEAT, GL_REPEAT);
  mTexture.setMinFilter(GL_NEAREST);
  mTexture.setMagFilter(GL_NEAREST);
  
  float frustum[6];
  mCamera.getFrustum(&frustum[0], &frustum[1], &frustum[2], &frustum[3], &frustum[4], &frustum[5]);

  mFbo.bindFramebuffer();
  gl::setMatricesWindow(mFbo.getSize(), false);

  mProgram.bind();
  mProgram.uniform("uTexture", 0);
  mProgram.uniform("uVolumeDim", mVolumeDim);
  mProgram.uniform("uTilesDim", mTilesDim);
  mProgram.uniform("uTime", (float)getElapsedSeconds());
  mProgram.uniform("uEyePoint", mCamera.getEyePoint());
  mProgram.uniform("uXAxis", mCamera.getOrientation() * Vec3f::xAxis());
  mProgram.uniform("uYAxis", mCamera.getOrientation() * Vec3f::yAxis());
  mProgram.uniform("uViewDistance", mCamera.getAspectRatio() / abs(frustum[2] - frustum[0]) * mCamera.getNearClip());
  mProgram.uniform("uNegViewDir", -mCamera.getViewDirection().normalized());
  mProgram.uniform("uAspectRatio", mCamera.getAspectRatio());
  mTexture.enableAndBind();
  gl::drawSolidRect(mFbo.getBounds());
  mTexture.unbind();
  mProgram.unbind();
  
  mFbo.unbindFramebuffer();
  
  gl::setMatricesWindow(getWindowSize());
  gl::draw(mFbo.getTexture(), getWindowBounds());
}
void PTWeekend::draw()
{
    /*
     * BEGIN - each frame part
     */
    
    /* Enqueue kernel for execution */
    
    glm::vec3 origin,lower_left, hor, ver;
    
    float theta = camera.getFov() * M_PI / 180.0f;
    float half_height = tan(theta / 2.0f);
    float half_width = camera.getAspectRatio() * half_height;
    
    origin = camera.getEyePoint();
    glm::vec3 u, v, w;
    
    w = -glm::normalize(camera.getViewDirection()); //odd...
    u = glm::normalize(glm::cross(glm::vec3(0,1,0), w));
    v = glm::cross(w, u);
    
    lower_left = origin - half_width * u - half_height * v - w;
    hor = 2.0f * half_width * u;
    ver = 2.0f * half_height * v;
    
    pt_assert(cl_set_pinhole_cam_arg(origin, lower_left, hor, ver, cam_buffer, cmd_queue), "Could not fill camera buffer");
    
    clStatus = cmd_queue.enqueueAcquireGLObjects(&img_buffer, NULL, NULL);
    pt_assert(clStatus, "Could not acquire gl objects");
    
    cl::Event profiling_evt;
    
    
    
    clStatus = cmd_queue.enqueueNDRangeKernel(kernel,
                                              cl::NDRange(0,0),
                                              cl::NDRange(img_width, img_height),
                                              cl::NDRange(local_width,local_height),
                                              NULL,
                                              &profiling_evt);
    profiling_evt.wait();
    
    pt_assert(clStatus, "Could not enqueue the kernel");
    clStatus = cmd_queue.enqueueReleaseGLObjects(&img_buffer, NULL, NULL);
    pt_assert(clStatus, "Could not release gl objects");
    cmd_queue.finish();
    
    cl_ulong time_start = profiling_evt.getProfilingInfo<CL_PROFILING_COMMAND_START>();
    cl_ulong time_end = profiling_evt.getProfilingInfo<CL_PROFILING_COMMAND_END>();
    cl_ulong total_time = time_end - time_start;
    std::cout << "Total time: " << total_time * 0.001 * 0.001 << " ms \n";
    
    /*
     * END - each frame part
     */
    
    gl::draw(imgTex, Rectf(0, 0, getWindowWidth(), getWindowHeight()));
}
示例#3
0
void gpuPSApp::computeAttractorPosition()
{
    // The attractor is positioned at the intersection of a ray
    // from the mouse to a plane perpendicular to the camera.
    float t = 0;
    Vec3f right, up;
    mMayaCam.getCamera().getBillboardVectors(&right, &up);
    CameraPersp cam = mMayaCam.getCamera();
    float u = mMousePos.x / (float) getWindowWidth();
    float v = mMousePos.y / (float) getWindowHeight();
    Ray ray = cam.generateRay(u , 1.0f - v, cam.getAspectRatio() );
    if (ray.calcPlaneIntersection(Vec3f(0.0f,0.0f,0.0f), right.cross(up), &t)) {
        mAttractor.set(ray.calcPosition(t));
    }
}