protected override void InitializeScene() { Add(DebugConsoleComponent.CreateConsole()); Matrix4 proj = Matrix4.CreatePerspectiveFieldOfView( MathHelper.DegreesToRadians(75f), //Field of View Vertical 16f / 9f, //Aspect Ratio 0.1f, //Near Plane 1000f); //Far Plane BasicCamera bc = new BasicCamera(proj, Vector3.Zero); Add(bc); //Adding the BasicCamera(That is a gameobject under the hood) to the scene to receive events SetCamera(bc); //Sets the Camera as the "active" camera that the scene will be rendered from. //Image size in bytes(Width * Height * ChannelCount) int imageSize = 512 * 512 * 4; //Creating a Kernel Database that will load all the Kernels contained in the asset directory KernelDatabase db = new KernelDatabase(CLAPI.MainThread, "assets/test_kernel/", DataVectorTypes.Uchar1); //We try to get the kernel_red from the file assets/test_kernel/red.cl db.TryGetClKernel("kernel_red", out CLKernel redKernel); //Creating a MemoryBuffer with size of the image. //We are using the CLAPI instance of the main thread and specify that we`d like to read/write from the buffer MemoryBuffer imageBuffer = CLAPI.CreateEmpty <byte>(CLAPI.MainThread, imageSize, MemoryFlag.ReadWrite, "CLMemoryBufferForBox"); //With plain OpenCL you would need to Set the Arguments/Buffers by their argument index/types/size/yada yads, //thanks to the CL abstraction for the engine, we can just specify the argument name how we do in OpenGL Shaders(But Faster). redKernel.SetBuffer("imageData", imageBuffer); //Set Arg has the capabilities to automatically cast the value that is passed to the right type, //however this is not really fast and can be avoided by specifying the correct type directly. redKernel.SetArg("strength", 0.5f); //We directly pass a float, no casting required //When We pass something as byte(uchar in cl), we need to cast it. //If we dont the Engine OpenCL Wrapper will automatically convert the integer into a byte, but it will apply rescaling // This takes over automatic type conversion from float(opengl) to byte(System.Bitmap/opencl) // Calculation when not passed: (4 / Int32.MaxSize) * byte.MaxValue. redKernel.SetArg("channelCount", (byte)4); //This Line runs the kernel. CLAPI.Run(CLAPI.MainThread, redKernel, imageSize); //After the kernel ran, we can read the buffer we have passed to the kernel and Convert it into a OpenGL Texture. Texture tex = TextureLoader.BytesToTexture(CLAPI.ReadBuffer <byte>(CLAPI.MainThread, imageBuffer, imageSize), 512, 512, "BoxTexture"); GameObject box = new GameObject(-Vector3.UnitZ * 4, "Box"); //Creating a new Empty GameObject LitMeshRendererComponent lmr = new LitMeshRendererComponent( //Creating a Renderer Component DefaultFilepaths.DefaultLitShader, //The OpenGL Shader used(Unlit and Lit shaders are provided) Prefabs.Cube, //The Mesh that is going to be used by the MeshRenderer tex, //Diffuse Texture to put on the mesh 1); //Render Mask (UI = 1 << 30) box.AddComponent(lmr); //Attaching the Renderer to the GameObject box.AddComponent(new RotateSelfComponent()); //Adding a component that rotates the Object on the Y-Axis Add(box); //Adding the Object to the Scene. }
/// <summary> /// Returns the currently active buffer /// </summary> /// <returns>The active buffer read from the gpu and placed in cpu memory</returns> public T[] GetResult <T>() where T : struct { return(CLAPI.ReadBuffer <T>(_currentBuffer.Buffer, (int)_currentBuffer.Buffer.Size)); }
public static void UpdateTexture(this Texture tex, CLAPI instance, MemoryBuffer buffer, int width, int height) { TextureLoader.Update(tex, CLAPI.ReadBuffer <byte>(instance, buffer, (int)buffer.Size), width, height); }