public void Tick()
        {
            // start timer
            timer.Restart();
            // run the simulation, 1 step
            inBuffer.CopyToDevice();
            kernel.Execute(workSize);
            outBuffer.CopyFromDevice();


            for (int i = 0; i < pw * ph; i++)
            {
                _in[i] = 0;
            }

            // visualize current state, DRAW FUNCTION -> GPU BONUS.
            screen.Clear(0);
            for (uint y = 0; y < screen.height / scale; y++)
            {
                for (uint x = 0; x < screen.width / scale; x++)
                {
                    if (GetBit(x + xoffset, y + yoffset) == 1)
                    {
                        if (scale > 1)
                        {
                            for (uint j = 0; ((j + 1) % scale) != 0; j++)
                            {
                                for (uint i = 0; ((i + 1) % scale) != 0; i++)
                                {
                                    screen.Plot((x * scale + i), (y * scale + j), 0xffffff);
                                }
                            }
                        }
                        else
                        {
                            screen.Plot(x, y, 0xffffff);
                        }
                    }
                }
            }

            for (uint y = 0; y < ph; y++)
            {
                for (uint x = 0; x < pw * 32; x++)
                {
                    if (GetBit(x, y) == 1)
                    {
                        BitSet(x, y);
                    }
                }
            }


            string text = "Scale: " + scale + "x";

            screen.Print(text, 5, 5, 0xffffff);

            // report performance
            Console.WriteLine("generation " + generation++ + ": " + timer.ElapsedMilliseconds + "ms");
        }
        // TICK
        // Main application entry point: the template calls this function once per frame.
        public void Tick()
        {
            // start timer
            timer.Restart();
            // run the simulation, 1 step
            //Simulate();
            //patternBuffer = new OpenCLBuffer<uint>(ocl, pattern);
            //secondBuffer = new OpenCLBuffer<uint>(ocl, second);
            // visualize current state
            screen.Clear(0);
            //for( uint y = 0; y < screen.height; y++ ) for( uint x = 0; x < screen.width; x++ )
            //	if (GetBit( x + xoffset, y + yoffset ) == 1) screen.Plot( x, y, 0xffffff );
            // report performance
            Console.WriteLine("generation " + generation++ + ": " + timer.ElapsedMilliseconds + "ms");

            // do random OCL stuff
            GL.Finish();
            clearKernel.SetArgument(0, image);
            kernel.SetArgument(0, image);
            kernel.SetArgument(1, pw);
            kernel.SetArgument(2, ph);
            kernel.SetArgument(3, patternBuffer);
            kernel.SetArgument(4, secondBuffer);
            // execute kernel
            long[] workSize  = { 512, 512 };
            long[] localSize = { 32, 4 };
            kernel.LockOpenGLObject(image.texBuffer);
            clearKernel.Execute(workSize, null);
            kernel.Execute(workSize, localSize);
            kernel.UnlockOpenGLObject(image.texBuffer);
        }
Exemple #3
0
        // tick: renders one frame
        public void Tick()
        {
            keyPress();
            screen.Clear(0);
            // A step
            a= a + 0.01F;

            // These rotate the square
            float x1 = -1, y1 = 1.0f;
            float rx1 = (float)(x1 * Math.Cos(a) - y1 * Math.Sin(a));
            float ry1 = (float)(x1 * Math.Sin(a) + y1 * Math.Cos(a));

            float x2 = 1, y2 = 1.0f;
            float rx2 = (float)(x2 * Math.Cos(a) - y2 * Math.Sin(a));
            float ry2 = (float)(x2 * Math.Sin(a) + y2 * Math.Cos(a));

            float x3 = 1, y3 = -1.0f;
            float rx3 = (float)(x3 * Math.Cos(a) - y3 * Math.Sin(a));
            float ry3 = (float)(x3 * Math.Sin(a) + y3 * Math.Cos(a));

            float x4 = -1, y4 = -1.0f;
            float rx4 = (float)(x4 * Math.Cos(a) - y4 * Math.Sin(a));
            float ry4 = (float)(x4 * Math.Sin(a) + y4 * Math.Cos(a));

            // These translate to screen coordinates and actually draw the square
            screen.Line(TX(rx1), TY(ry1), TX(rx2), TY(ry2), 0xffffff);
            screen.Line(TX(rx2), TY(ry2), TX(rx3), TY(ry3), 0xffffff);
            screen.Line(TX(rx3), TY(ry3), TX(rx4), TY(ry4), 0xffffff);
            screen.Line(TX(rx4), TY(ry4), TX(rx1), TY(ry1), 0xffffff);


        }
Exemple #4
0
	// tick: renders one frame
	public void Tick()
	{
		screen.Clear( 0 );
		screen.Print( "hello world", 2, 2, 0xffffff );
        screen.Line(2, 20, 160, 20, 0xff0000);
            a += 1f / 30;
            Ex3(a);
	}
Exemple #5
0
        // tick for background surface
        public void Tick()
        {
            screen.Clear(0);

            KeyboardState state = OpenTK.Input.Keyboard.GetState();

            sceneGraph.HandleInput(state);
        }
Exemple #6
0
        public void Tick()
        {
            screen.Clear(0);

            RenderRaycastScene();

            RenderDebugProps();
        }
Exemple #7
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 // tick: renders one frame
 public void Tick()
 {
     screen.Clear(0);
     // Drawing the Red Seperation line in the middle   
     screen.Line(screen.width / 2, 0, screen.width / 2, screen.height, 0xff0000);
     screen.Print("X", screen.width - 25, screen.height /2 + 10, 0xffffff);
     screen.Print("Z", screen.width / 4 * 3+ 5, screen.height - 20, 0xffffff);
     // start rendering
     Raytracing();  
 }
Exemple #8
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        // tick: renders one frame
        public void Tick()
        {
            screen.Clear(0x000000);

            KeyboardInput();

            DrawGridLines(0x008800, 0x004400, 1f, 1f);
            PlotFunction(0.1f, 0xff0000);
            PlotPolarFunction(0.01f, 0x0000ff,0,(float)Math.PI*10f);
            screen.Print(labelFunction(),5,5, 0xff0000);
            screen.Print(labelPolarFunction(), 5, 25, 0x0000ff);
        }
Exemple #9
0
	        // tick: renders one frame
	        public void Tick()
	        {
            //calls the render method within raytracer, debug is also rendered (called from within raytracer.render)
                raytracer.Render();
                handleKeyPresses();

                if (handledPress)
                {
                    screen.Clear(0);
                    handledPress = false;
                }
	        }
Exemple #10
0
        public void Process()
        {
            GL.Finish();
            screen.Clear(0);
            timer.Start();

            generatie++;
            // if (generatie % 2 == 1) {
            //     k_sim.SetArgument(0, patroon);
            //     k_sim.SetArgument(1, volgende); // @Todo: dit ook voor de halo kernels
            //     k_copy.SetArgument(0, patroon);
            //     k_copy.SetArgument(1, volgende);
            // }
            // else {
            //     k_sim.SetArgument(0, volgende);
            //     k_sim.SetArgument(1, patroon);
            //     k_copy.SetArgument(0, volgende);
            //     k_copy.SetArgument(1, patroon);
            // }

            if (GLInterop)
            {
                if (resolution != lastResolution)
                {
                    image          = new OpenCLImage <int>(ocl, resolution.x, resolution.y);
                    lastResolution = resolution;
                    k_sim.SetArgument(3, resolution);
                }

                k_sim.SetArgument(5, image);
                k_sim.LockOpenGLObject(image.texBuffer);
                k_sim.Execute(werk);
                k_sim.UnlockOpenGLObject(image.texBuffer);
            }
            else
            {
                k_sim.SetArgument(5, buffer);
                k_sim.Execute(werk);
                buffer.CopyFromDevice();
                for (int i = 0; i < buffer.Length; ++i)
                {
                    screen.pixels[i] = buffer[i];
                }
            }

            k_copy.Execute(werk_klein);  // Kopieer wat zojuist in patroon is geschreven naar de tweede buffer

            timer.Stop();
            Console.Write("\r{0}ms", timer.ElapsedMilliseconds);
            timer.Reset();
        }
Exemple #11
0
        // tick: renders one frame
        public void Tick()
        {
			//clear
			screen.Clear(0);
			raytracer.rays.Clear();

			int DEFAULT_COLOR = convertColor(new Vector3(255));

			for (int i = 0; i < SCREEN_SIZE; i++)
			{
				for (int j = 0; j < SCREEN_SIZE; j++)
				{
					//Render Screen
					int location = i + j * SCREEN_SIZE * 2;               
					Vector3 Color = raytracer.Render(i / (SCREEN_SIZE * 1.0f), j / (SCREEN_SIZE * 1.0f));               
					screen.pixels[location] = convertColor(Color); 

					//Debug Screen Default
					screen.pixels[i + SCREEN_SIZE + j * SCREEN_SIZE * 2] = 0;        
				}
			}
            //Debug View
            //Draw Sphere
			foreach(Primitive primitive in raytracer.scene.primitives)
            {
                if(primitive is Sphere)
                {
                    Sphere sphere = (Sphere)primitive;
					for (int degree = 0; degree < 360; degree++)
                    {
						int coordX = (int)(CUBE_SIZE * (sphere.radius * Math.Cos(degree) + sphere.pos.X));
						int coordY = (int)(CUBE_SIZE * (sphere.radius * Math.Sin(degree) - sphere.pos.Z));
                        screen.Plot(coordX+ 768, coordY + 350, convertColor(sphere.Color));                        
                    }
                }                
            }              
			//Draw Camera point                 
			screen.Box((int)raytracer.camera.pos.X + 767, (int)raytracer.camera.pos.Z * -1 + 349, (int)raytracer.camera.pos.X + 769, (int)raytracer.camera.pos.Z * -1 + 351, DEFAULT_COLOR);

            //Draw Rays
			foreach(Ray ray in raytracer.rays)
			{
				float coordX = CUBE_SIZE * (ray.O.X + 40 * ray.D.X);
				float coordY = CUBE_SIZE * (ray.O.Z + 40 * ray.D.Z);            
				screen.Line((int)ray.O.X + 768, (int)ray.O.Z * -1 + 350, (int)coordX + 768, (int)coordY * -1 + 350, DEFAULT_COLOR);
			}
			//Dividing Line
			screen.Line(SCREEN_SIZE, 0, SCREEN_SIZE, SCREEN_SIZE, DEFAULT_COLOR);
            //User Input
			application.UpdateCam(raytracer.camera);         
        }
Exemple #12
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 // Draws pixel on the screen with ability to zoom
 public void DrawScreenZoom()
 {
     // clear the screen
     screen.Clear(0);
     // you essentially draw a smaller segment of the field
     for (uint y = 0; y < screen.height / zoom; y++)
     {
         for (uint x = 0; x < screen.width / zoom; x++)
         {
             if (GetBit(x + xoffset, y + yoffset) == 1)
             {
                 // draw a white square per white bit
                 for (uint i = 0; i < zoom; i++)
                 {
                     for (uint j = 0; j < zoom; j++)
                     {
                         screen.Plot(x * zoom + i, y * zoom + j, 0xffffff);
                     }
                 }
             }
         }
     }
 }
Exemple #13
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        // tick: renders one frame
        public void Tick()
        {
            // Handle keyboard input. Arrow keys move the camera, WASD is used for turning the camera, LShift and Enter move the camera up and down
            var keyboard = OpenTK.Input.Keyboard.GetState();

            if (keyboard[OpenTK.Input.Key.W])
            {
                Tracer.Camera.turnCamera(-0.1f * Tracer.Camera.YDirection);
            }
            if (keyboard[OpenTK.Input.Key.A])
            {
                Tracer.Camera.turnCamera(-0.1f * Tracer.Camera.XDirection);
            }
            if (keyboard[OpenTK.Input.Key.S])
            {
                Tracer.Camera.turnCamera(0.1f * Tracer.Camera.YDirection);
            }
            if (keyboard[OpenTK.Input.Key.D])
            {
                Tracer.Camera.turnCamera(0.1f * Tracer.Camera.XDirection);
            }
            if (keyboard[OpenTK.Input.Key.Enter])
            {
                Tracer.Camera.moveCamera(-0.1f * Tracer.Camera.YDirection);
            }
            if (keyboard[OpenTK.Input.Key.LShift])
            {
                Tracer.Camera.moveCamera(0.1f * Tracer.Camera.YDirection);
            }
            if (keyboard[OpenTK.Input.Key.Left])
            {
                Tracer.Camera.moveCamera(-0.1f * Tracer.Camera.XDirection);
            }
            if (keyboard[OpenTK.Input.Key.Right])
            {
                Tracer.Camera.moveCamera(0.1f * Tracer.Camera.XDirection);
            }
            if (keyboard[OpenTK.Input.Key.Up])
            {
                Tracer.Camera.moveCamera(0.1f * Tracer.Camera.Orientation);
            }
            if (keyboard[OpenTK.Input.Key.Down])
            {
                Tracer.Camera.moveCamera(-0.1f * Tracer.Camera.Orientation);
            }
            Screen.Clear(0);
            Screen.Print("Tracer", 2, 2, 0xffffff);
            Tracer.Render(Debugging);
        }
Exemple #14
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            GL.CompileShader(ID);
            GL.AttachShader(program, ID);
            Console.WriteLine(GL.GetShaderInfoLog(ID));
        }

        // tick: renders one frame
        public void Tick()
        {
            screen.Clear(0);
            screen.Print("hello world", 2, 2, 0xffffff);
            screen.Line(2, 20, 160, 20, 0xff0000);
            Vierkant();
            DraaiendVierkant();

            Matrix4 M = Matrix4.CreateFromAxisAngle(new Vector3(0, 0, 1), Timer);
            M *= Matrix4.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.9f);
	public void Tick()
	{
		GL.Finish();
		// clear the screen
		screen.Clear( 0 );
		// do opencl stuff
		if (GLInterop) kernel.SetArgument( 0, image );
				  else kernel.SetArgument( 0, buffer );
		kernel.SetArgument( 1, t );
		t += 0.1f;
 		// execute kernel
		long [] workSize = { 512, 512 };
		long [] localSize = { 32, 4 };
		if (GLInterop)
		{
			// INTEROP PATH:
			// Use OpenCL to fill an OpenGL texture; this will be used in the
			// Render method to draw a screen filling quad. This is the fastest
			// option, but interop may not be available on older systems.
			// lock the OpenGL texture for use by OpenCL
			kernel.LockOpenGLObject( image.texBuffer );
			// execute the kernel
			kernel.Execute( workSize, localSize );
			// unlock the OpenGL texture so it can be used for drawing a quad
			kernel.UnlockOpenGLObject( image.texBuffer );
		}
		else
		{
			// NO INTEROP PATH:
			// Use OpenCL to fill a C# pixel array, encapsulated in an
			// OpenCLBuffer<int> object (buffer). After filling the buffer, it
			// is copied to the screen surface, so the template code can show
			// it in the window.
			// execute the kernel
			kernel.Execute( workSize, localSize );
			// get the data from the device to the host
			buffer.CopyFromDevice();
			// plot pixels using the data on the host
			for( int y = 0; y < 512; y++ ) for( int x = 0; x < 512; x++ )
			{
				screen.pixels[x + y * screen.width] = buffer[x + y * 512];
			}
		}
	}
Exemple #16
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	// tick: renders one frame
	public void Tick()
	{
        screen.Clear(0);
            // top left corner
            float x1 = -1, y1 = 1.0f;
            float rx1 = (float)(x1 * Math.Cos(alpha) - y1 * Math.Sin(alpha));
            float ry1 = (float)(x1 * Math.Sin(alpha) + y1 * Math.Cos(alpha));

            // top right corner
            float x2 = 1, y2 = 1.0f;
            float rx2 = (float)(x2 * Math.Cos(alpha) - y2 * Math.Sin(alpha));
            float ry2 = (float)(x2 * Math.Sin(alpha) + y2 * Math.Cos(alpha));

            // bottom right corner
            float x3 = 1, y3 = -1.0f;
            float rx3 = (float)(x3 * Math.Cos(alpha) - y3 * Math.Sin(alpha));
            float ry3 = (float)(x3 * Math.Sin(alpha) + y3 * Math.Cos(alpha));

            // bottom left corner
            float x4 = -1, y4 = -1.0f;
            float rx4 = (float)(x4 * Math.Cos(alpha) - y4 * Math.Sin(alpha));
            float ry4 = (float)(x4 * Math.Sin(alpha) + y4 * Math.Cos(alpha));


            int redColor = createColor(255, 50, 50);
            int whiteColor = createColor(255, 255, 255);
            screen.Line(TX(rx1), TY(ry1), TX(rx2), TY(ry2), redColor);
            screen.Line(TX(rx2), TY(ry2), TX(rx3), TY(ry3), redColor);
            screen.Line(TX(rx3), TY(ry3), TX(rx4), TY(ry4), redColor);
            screen.Line(TX(rx4), TY(ry4), TX(rx1), TY(ry1), redColor);

            alpha += .01;

            //draw x and y axes
            screen.Line(TX(minX), TY(0), TX(maxX), TY(0), whiteColor);
            screen.Line(TX(0), TY(minY), TX(0), TY(maxY), whiteColor);

            //draw custom lines here ( y = ax + b, color c)
            int greenColor = createColor(40, 255, 40);
            drawLine(3, 5, greenColor);

            handleKeyPresses();
        }
Exemple #17
0
 // TICK
 // Main application entry point: the template calls this function once per frame.
 public void Tick()
 {
     // start timer
     timer.Restart();
     // run the simulation, 1 step
     Simulate();
     // visualize current state
     screen.Clear(0);
     for (uint y = 0; y < screen.height; y++)
     {
         for (uint x = 0; x < screen.width; x++)
         {
             if (GetBit(x + xoffset, y + yoffset) == 1)
             {
                 screen.Plot(x, y, 0xffffff);
             }
         }
     }
     // report performance
     Console.WriteLine("generation " + generation++ + ": " + timer.ElapsedMilliseconds + "ms");
 }
Exemple #18
0
        // tick: renders one frame
        public void Tick()
        {
            screen.Clear(0);
            //Parallel.For is used for Multi- threading
            //Loop over all pixels in the screen
            Parallel.For(0, screen.height, (y) =>
            {
                Parallel.For(0, screen.width, (x) =>
                {
                    var color            = new Vector3();                           //Black to begin with
                    Vector2 ray_position = new Vector2(TransX(x), TransY(y));       //position on the screen

                    //for each pixel loop over the light sources
                    foreach (Light light in LightList)
                    {
                        //shoot a ray from each pixel to each existing light source
                        var ray = new Ray(ray_position, light.position - ray_position);

                        bool occluded = false;
                        //loop over all primitives that are in the world
                        foreach (IPrimitive p in PrimitiveList)
                        {
                            if (p.Intersect(ray))
                            {
                                occluded = true;
                            }
                        }
                        if (!occluded)
                        {
                            color += light.color * lightAttenuation(ray.t) * light.brightness;
                        }
                    }
                    screen.Plot(x, y, ToRGB32(color));
                });
            });
        }
Exemple #19
0
 public void RenderGL()
 {
     screen.Clear(0);
     application.HandleInput();
     application.Update();
 }
Exemple #20
0
 // tick for background surface
 public void Tick()
 {
     screen.Clear(0);
 }
Exemple #21
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 // tick: renders one frame
 public void Tick()
 {
     screen.Clear(CreateColor(0, 0, 0));
     Debug();
     raytracer.Render();
 }
Exemple #22
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        public void Tick()
        {
            screen.Clear(0);

            Render(cam, scene, displaySurf);
        }
 // tick for background surface
 public void Tick()
 {
     screen.Clear(0);
     screen.Print("hello world", 2, 2, 0xffff00);
     readKey();
 }
        // Render: renders one frame
        public void Render()
        {
            screen.Clear(0);
            Vector3 Color;

            //render screens
            for (int y = 0; y < screen.height; y++)
            {
                for (int x = 0; x < screen.width; x++)
                {
                    //Create primary ray
                    Ray ray;
                    ray.t = 30;
                    ray.O = camera.CamPos;
                    ray.D = screen.pos0 + (x * ((screen.pos1 - screen.pos0) / 512.0f)) + (y * ((screen.pos2 - screen.pos0) / 512.0f));
                    //ray normalized direction
                    ray.D = (ray.D - camera.CamPos).Normalized();

                    Intersection nearest    = null;
                    Intersection nearestref = null;

                    foreach (Primitive p in prims)
                    {
                        Intersection overr = p.Intersection(ref ray);

                        if (overr != null)
                        {
                            nearest = overr;
                        }
                    }

                    // if there is an intersection, create a shadow ray
                    if (nearest != null)
                    {
                        //Check if the material is reflective
                        if (nearest.isMirror == false)
                        {
                            Color = CastShadowRay(nearest);
                        }
                        else
                        {
                            Color = CastShadowRay(nearest) * (1 - recursive / 100);
                            //Create reflection ray
                            Ray reflectionRay;
                            reflectionRay.D = ray.D - 2 * nearest.N * (Vector3.Dot(ray.D, nearest.N));
                            reflectionRay.O = nearest.I + reflectionRay.D * 0.0001f;
                            reflectionRay.t = 300;

                            foreach (Primitive p in prims)
                            {
                                Intersection overr = p.Intersection(ref reflectionRay);

                                if (overr != null)
                                {
                                    nearestref = overr;
                                }
                            }

                            Vector3 Color2 = Vector3.Zero;

                            if (nearestref != null)
                            {
                                //check if the nearest reflected object is reflective to
                                if (nearestref.isMirror)
                                {
                                    if (recursive != 100)
                                    {
                                        Color2 = CastShadowRay(nearestref) * (recursive / 100.0f);
                                    }
                                }
                                else
                                {
                                    Color2 = CastShadowRay(nearestref) * (recursive / 100.0f);
                                }
                            }
                            else
                            {
                                Color2 = Vector3.Zero;
                            }

                            Color = Color + Color2;


                            //draw reflectionrays on debug screen.
                            if (x % 20 == 0 && y == screen.height / 2)
                            {
                                screenDebug.Line(CordxTrans(reflectionRay.O.X), CordzTrans(reflectionRay.O.Z), CordxTrans(reflectionRay.D.X * ray.t), CordzTrans(reflectionRay.D.Z * ray.t), 0xff00ff);
                            }
                        }
                    }
                    else
                    {
                        Color = Vector3.Zero;
                    }


                    //plot the correct color on the correct pixel
                    screen.Plot(x, y, Color);

                    //Draw 1 in 10 rays on the debugscreen
                    if (x % 20 == 0 && y == screen.height / 2)
                    {
                        screenDebug.Line(CordxTrans(camera.CamPos.X), CordzTrans(camera.CamPos.Z), CordxTrans(ray.D.X * ray.t + camera.CamPos.X), CordzTrans(ray.D.Z * ray.t + camera.CamPos.Z), 0xffff00);
                    }
                }
            }


            //Draw Debug screen
            //Draw line between screen and debug screen
            screenDebug.Line(0, 0, 0, 1024, 0xffffff);
            //Draw camera as 2 orange lines
            screenDebug.Line(CordxTrans(camera.CamPos.X) - 5, CordzTrans(camera.CamPos.Y) - 1, CordxTrans(camera.CamPos.X) + 5, CordzTrans(camera.CamPos.Y) - 1, 0xffa500);
            screenDebug.Line(CordxTrans(camera.CamPos.X) - 5, CordzTrans(camera.CamPos.Y) + 1, CordxTrans(camera.CamPos.X) + 5, CordzTrans(camera.CamPos.Y) + 1, 0xffa500);
            //Draw screen as a blue line
            screenDebug.Line(CordxTrans(screen.pos1.X), CordzTrans(screen.pos1.Z), CordxTrans(screen.pos2.X), CordzTrans(screen.pos2.Z), 0x00ffff);
            //Draw spheres
            var sphere1 = GetSphere1;

            screenDebug.DrawSphere(sphere1);
            var sphere2 = GetSphere2;

            screenDebug.DrawSphere(sphere2);
            var sphere3 = GetSphere3;

            screenDebug.DrawSphere(sphere3);
        }
Exemple #25
0
	// tick: renders one frame
	public void Tick()
	    {
            screen.Clear(0);
            a += .01;
        }
Exemple #26
0
 // tick: renders one frame
 public void Tick()
 {
     screen.Clear(0);
     raytracer.Render(screen);
 }
Exemple #27
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        // TICK
        // Main application entry point: the template calls this function once per frame.
        public void Tick()
        {
            GL.Finish();
            // start timer
            timer.Restart();
            //Initiate work sizes
            long[] workSize  = { pw, ph };
            long[] workSize2 = { pw *ph };
            //Set kernel arguments
            kernel.SetArgument(5, xoffset);
            kernel.SetArgument(6, yoffset);
            resolution = (int)(zoom * 512);
            long[] workSize3 = { resolution / 32, resolution };
            kernel.SetArgument(7, resolution);
            // run the simulation, 1 step
            screen.Clear(0);
            if (GLinterop)
            {
                if (resolution != oldResolution)
                {
                    image         = new OpenCLImage <int>(ocl, resolution, resolution);
                    oldResolution = resolution;
                }

                //set image as argument
                imageClearKernel.SetArgument(0, image);

                imageClearKernel.LockOpenGLObject(image.texBuffer);
                imageClearKernel.Execute(workSize3);
                imageClearKernel.UnlockOpenGLObject(image.texBuffer);

                //lock image object
                kernel.SetArgument(0, image);
                kernel.LockOpenGLObject(image.texBuffer);

                //run kernel
                kernel.Execute(workSize);

                //unlock image object
                kernel.UnlockOpenGLObject(image.texBuffer);

                secondKernel.Execute(workSize2);
            }
            else
            {
                kernel.SetArgument(0, buffer);
                for (int i = 0; i < buffer.Length; i++)
                {
                    buffer[i] = 0;
                }
                buffer.CopyToDevice();
                kernel.Execute(workSize);
                secondKernel.Execute(workSize2);
                buffer.CopyFromDevice();
                for (uint y = 0; y < screen.height; y++)
                {
                    for (uint x = 0; x < screen.width; x++)
                    {
                        screen.Plot(x, y, buffer[x + y * 512]);
                    }
                }
            }
            // visualize current state
            // report performance
            Console.WriteLine("generation " + generation++ + ": " + timer.ElapsedMilliseconds + "ms");
            //Console.ReadLine();
        }
Exemple #28
0
        // tick: renders one frame
        public void Tick()
        {
            screen.Clear(0);
            //move the lights
            if (dir % 2 == 0)
            {
                lightbuffer[0]  += TW(0.1f);
                lightbuffer[5]  -= TW(0.1f);
                lightbuffer[11] += TW(0.1f);
                lightbuffer[16] -= TW(0.1f);
            }
            else
            {
                lightbuffer[0]  -= TW(0.1f);
                lightbuffer[5]  += TW(0.1f);
                lightbuffer[11] -= TW(0.1f);
                lightbuffer[16] += TW(0.1f);
            }
            if (TW(worldsize) < lightbuffer[0] || lightbuffer[0] < TX(-worldsize))
            {
                dir++;
            }
            Thread t1 = new Thread(() =>
            {
                plot(TX((-worldsize + (0f / 8f * worldsize * 2))), TX((-worldsize + (1f / 8f * worldsize * 2))));
            });
            Thread t2 = new Thread(() =>
            {
                plot(TX((-worldsize + (1f / 8f * worldsize * 2))), TX((-worldsize + (2f / 8f * worldsize * 2))));
            });
            Thread t3 = new Thread(() =>
            {
                plot(TX((-worldsize + (2f / 8f * worldsize * 2))), TX((-worldsize + (3f / 8f * worldsize * 2))));
            });
            Thread t4 = new Thread(() =>
            {
                plot(TX((-worldsize + (3f / 8f * worldsize * 2))), TX((-worldsize + (4f / 8f * worldsize * 2))));
            });
            Thread t5 = new Thread(() =>
            {
                plot(TX((-worldsize + (4f / 8f * worldsize * 2))), TX((-worldsize + (5f / 8f * worldsize * 2))));
            });
            Thread t6 = new Thread(() =>
            {
                plot(TX((-worldsize + (5f / 8f * worldsize * 2))), TX((-worldsize + (6f / 8f * worldsize * 2))));
            });
            Thread t7 = new Thread(() =>
            {
                plot(TX((-worldsize + (6f / 8f * worldsize * 2))), TX((-worldsize + (7f / 8f * worldsize * 2))));
            });
            Thread t8 = new Thread(() =>
            {
                plot(TX((-worldsize + (7f / 8f * worldsize * 2))), (TX((-worldsize + (8f / 8f * worldsize * 2)))) - 1);
            });

            tarr[0] = t1;
            tarr[1] = t2;
            tarr[2] = t3;
            tarr[3] = t4;
            tarr[4] = t5;
            tarr[5] = t6;
            tarr[6] = t7;
            tarr[7] = t8;
            for (int td = 0; td < tarr.Length; td++)
            {
                tarr[td].Start();
            }
            for (int td = 0; td < tarr.Length; td++)
            {
                tarr[td].Join();
            }
            for (int i = 0; i < (screen.width - 1); i++)
            {
                for (int j = 0; j < (screen.height - 1); j++)
                {
                    screen.Plot(i, j, MixColor(MathHelper.Clamp(floatbuffer[i, j][0], 0, 1), MathHelper.Clamp(floatbuffer[i, j][1], 0, 1), MathHelper.Clamp(floatbuffer[i, j][2], 0, 1)));
                }
            }
            primitivesDraw();
        }
Exemple #29
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        // TICK
        // Main application entry point: the template calls this function once per frame.
        public void Tick()
        {
            // start timer
            timer.Restart();
            // run the simulation, 1 step
            GL.Finish();
	        // clear the screen
	        screen.Clear(0);
            // do opencl stuff
            if (!GLInterop)
            {
                kernel.SetArgument(0, buffer);
                // if we have an even generation, we set the "pattern" variable in opencl 
                // to the patternBuffer and "second" to the secondBuffer
                // if the generation is odd, we set "pattern" to secondBuffer and
                // "second" to patternBuffer
                // So every generation these buffers get swapped, so we don't have to
                // manually swap them every time
                if (generation % 2 == 0)
                {
                    kernel.SetArgument(4, patternBuffer);
                    kernel.SetArgument(5, secondBuffer);
                }
                else
                {
                    kernel.SetArgument(4, secondBuffer);
                    kernel.SetArgument(5, patternBuffer);
                }
            }
            kernel.SetArgument(6, xoffset);
            kernel.SetArgument(7, yoffset);

            // execute kernel
            long[] workSize = { amountOfCells };
	        if (GLInterop)
	        {
		        // INTEROP PATH:
		        // Use OpenCL to fill an OpenGL texture; this will be used in the
		        // Render method to draw a screen filling quad. This is the fastest
		        // option, but interop may not be available on older systems.
		        // lock the OpenGL texture for use by OpenCL
		        kernel.LockOpenGLObject( image.texBuffer );
		        // execute the kernel
		        kernel.Execute( workSize, null );
                // Wait for the kernel to finish
                kernel.Finish();
                // execute the copy kernel
                copyKernel.Execute(workSize, null);
                // wait for the copykernel to finish
                copyKernel.Finish();
		        // unlock the OpenGL texture so it can be used for drawing a quad
		        kernel.UnlockOpenGLObject( image.texBuffer );
	        }
	        else
	        {
		        // NO INTEROP PATH:
		        // Use OpenCL to fill a C# pixel array, encapsulated in an
		        // OpenCLBuffer<int> object (buffer). After filling the buffer, it
		        // is copied to the screen surface, so the template code can show
		        // it in the window.
		        // execute the kernel
		        kernel.Execute( workSize, null );
                // get the data from the device to the host
                buffer.CopyFromDevice();
                // plot pixels using the data on the host
                for (int y = 0; y < screenHeight; y++)
                {
                    for (int x = 0; x < screenWidth; x++)
                    {
                        int index = x + y * screenWidth;
                        screen.pixels[index] = buffer[index];
                    }
                }
	        }
            // report performance
            Console.WriteLine("generation " + generation++ + ": " + timer.ElapsedMilliseconds + "ms");
        }
Exemple #30
0
        // tick: renders one frame
        public void Tick()
        {
            //float t = 21.5f;
            // initialize timer
            if (firstFrame)
            {
                timer.Reset();
                timer.Start();
                firstFrame = false;
            }
            // handle keys, only when running time set to -1 (infinite)
            if (runningTime == -1) 
                if (camera.HandleInput())
                {
                    // camera moved; restart
                    ClearAccumulator();
                }
            // render
            if (useGPU)
            {
                
                // add your CPU + OpenCL path here
                // mind the gpuPlatform parameter! This allows us to specify the platform on our
                // test system.
                // note: it is possible that the automated test tool provides you with a different
                // platform number than required by your hardware. In that case, you can hardcode
                // the platform during testing (ignoring gpuPlatform); do not forget to put back
                // gpuPlatform before submitting!
                GL.Finish();
                // clear the screen
                screen.Clear(0);

                // do opencl stuff
                if (GLInterop)
                {
                    kernel.SetMemoryArgument(0, texBuffer);
                }
                else
                {
                    kernel.SetMemoryArgument(0, buffer);
                }
                
                // execute kernel
                //long[] workSize = { screen.width, screen.height };
                long[] localSize = { 8, 12 };
                long [] workSize = { screen.width , screen.height };
                if (GLInterop)
                {
                    List<ComputeMemory> c = new List<ComputeMemory>() { texBuffer };
                    queue.AcquireGLObjects(c, null);
                    queue.Execute(kernel, null, workSize, localSize, null);
                    queue.Finish();
                    queue.ReleaseGLObjects(c, null);
                }
                else
                {
                    camera.Update();
                    gpuCamera = new GPUCamera(camera.pos, camera.p1, camera.p2, camera.p3, camera.up, camera.right, screen.width, screen.height, camera.lensSize);
                    float scale = 1.0f / (float)++spp;
                    kernel.SetValueArgument(2, gpuCamera);
                    kernel.SetValueArgument(3, scale);
                    queue.Execute(kernel, null, workSize, localSize, null);
                    queue.Finish();
                    // fetch results
                    if (!GLInterop)
                    {
                        queue.ReadFromBuffer(buffer, ref data, true, null);

                        // visualize result
                        for (int y = 0; y < screen.height; y++) 
                            for (int x = 0; x < screen.width; x++)
                            {
                                int temp = x + y * screen.width;
                                screen.pixels[temp] = data[temp];
                            }
                    }
                }
            }
            else
            {
                // this is your CPU only path
                float scale = 1.0f / (float)++spp;
                Parallel.For(0, dataArray.Length, parallelOptions, (id) =>
                {
                    for (int j = dataArray[id].y1; j < dataArray[id].y2 && j < screen.height; j++)
                    {
                        for (int i = dataArray[id].x1; i < dataArray[id].x2 && i < screen.width; i++)
                        {
                            // generate primary ray
                            Ray ray = camera.Generate(RTTools.GetRNG(), i, j);
                            // trace path
                            int pixelIdx = i + j * screen.width;
                            accumulator[pixelIdx] += Sample(ray, 0);
                            // plot final color
                            screen.pixels[pixelIdx] = RTTools.Vector3ToIntegerRGB(scale * accumulator[pixelIdx]);
                        }
                    }
                });
            }

            // stop and report when max render time elapsed
            int elapsedSeconds = (int)(timer.ElapsedMilliseconds / 1000);
            if (runningTime != -1) if (elapsedSeconds >= runningTime)
                {
                    OpenTKApp.Report((int)timer.ElapsedMilliseconds, spp, screen);
                }
        }