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Source.cpp
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451 lines (371 loc) · 16.9 KB
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// Link statically with GLEW
#define GLEW_STATIC
// Headers
#include <windows.h>
#include <glew.h>
#include <SFML/Window.hpp>
#include <stdio.h>
#include <CL/cl.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
using namespace sf;
//MAX source size of the kernel string
#define MAX_Source_size1 (0x100000)
#define MAX_Source_size2 (0x100000)
#define MAX_Source_size3 (0x100000)
// Shader sources
const GLchar* vertexSource =
"#version 150 core\n"
"in vec2 position;"
"void main()"
"{"
" gl_Position = vec4(position, 0.0, 1.0);"
"}";
const GLchar* fragmentSource1 =
"#version 150 core\n"
"out vec4 outColor;"
"void main()"
"{"
" outColor = vec4(1.0, 0.0, 0.0, 0.0);"
"}";
const GLchar* fragmentSource2 =
"#version 150 core\n"
"out vec4 outColor;"
"void main()"
"{"
" outColor = vec4(0.0, 1.0, 0.0, 0.0);"
"}";
const GLchar* fragmentSource3 =
"#version 150 core\n"
"out vec4 outColor;"
"void main()"
"{"
" outColor = vec4(0.0, 0.0, 1.0, 0.0);"
"}";
ContextSettings settings(24,8,0,0,0);
Window window(VideoMode(800, 600, 32), "OpenGL", Style::Titlebar | Style::Close, settings);
void graphics(GLfloat *vertices1, GLfloat *vertices2, GLfloat *vertices3, int n)
{
GLint posAttrib;
GLuint vao1,vao2,vao3;
GLuint vbo1,vbo2,vbo3;
GLuint vertexShader1, vertexShader2, vertexShader3;
GLuint fragmentShader1, fragmentShader2, fragmentShader3;
GLuint shaderProgram1, shaderProgram2, shaderProgram3;
// Initialize GLEW
glewExperimental = GL_TRUE;
glewInit();
// Clear the screen to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);;
// Create Vertex Array Object
glGenVertexArrays(1, &vao1);
glBindVertexArray(vao1);
// Create a Vertex Buffer Object and copy the vertex data to it
glGenBuffers(1, &vbo1);
glBindBuffer(GL_ARRAY_BUFFER, vbo1);
glBufferData(GL_ARRAY_BUFFER, n*sizeof(*vertices1), vertices1, GL_STATIC_DRAW);
// Create and compile the vertex shader
vertexShader1 = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader1, 1, &vertexSource, NULL);
glCompileShader(vertexShader1);
// Create and compile the fragment shader
fragmentShader1 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader1, 1, &fragmentSource1, NULL);
glCompileShader(fragmentShader1);
// Link the vertex and fragment shader into a shader program
shaderProgram1 = glCreateProgram();
glAttachShader(shaderProgram1, vertexShader1);
glAttachShader(shaderProgram1, fragmentShader1);
glBindFragDataLocation(shaderProgram1, 0, "outColor");
glLinkProgram(shaderProgram1);
glUseProgram(shaderProgram1);
// Specify the layout of the vertex data
posAttrib = glGetAttribLocation(shaderProgram1, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POINTS, 0, n/2);
glGenVertexArrays(1, &vao2);
glBindVertexArray(vao2);
// Create a Vertex Buffer Object and copy the vertex data to it
glGenBuffers(1, &vbo2);
glBindBuffer(GL_ARRAY_BUFFER, vbo2);
glBufferData(GL_ARRAY_BUFFER, n* sizeof(*vertices2), vertices2, GL_STATIC_DRAW);
// Create and compile the vertex shader
vertexShader2 = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader2, 1, &vertexSource, NULL);
glCompileShader(vertexShader2);
// Create and compile the fragment shader
fragmentShader2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader2, 1, &fragmentSource2, NULL);
glCompileShader(fragmentShader2);
// Link the vertex and fragment shader into a shader program
shaderProgram2 = glCreateProgram();
glAttachShader(shaderProgram2, vertexShader2);
glAttachShader(shaderProgram2, fragmentShader2);
glBindFragDataLocation(shaderProgram2, 0, "outColor");
glLinkProgram(shaderProgram2);
glUseProgram(shaderProgram2);
// Specify the layout of the vertex data
posAttrib = glGetAttribLocation(shaderProgram2, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
glDrawArrays(GL_POINTS, 0, n / 2);
//window.display();
glGenVertexArrays(1, &vao3);
glBindVertexArray(vao3);
// Create a Vertex Buffer Object and copy the vertex data to it
glGenBuffers(1, &vbo3);
glBindBuffer(GL_ARRAY_BUFFER, vbo3);
glBufferData(GL_ARRAY_BUFFER, n * sizeof(*vertices3), vertices3, GL_STATIC_DRAW);
// Create and compile the vertex shader
vertexShader3 = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader3, 1, &vertexSource, NULL);
glCompileShader(vertexShader3);
// Create and compile the fragment shader
fragmentShader3 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader3, 1, &fragmentSource3, NULL);
glCompileShader(fragmentShader3);
// Link the vertex and fragment shader into a shader program
shaderProgram3 = glCreateProgram();
glAttachShader(shaderProgram3, vertexShader3);
glAttachShader(shaderProgram3, fragmentShader3);
glBindFragDataLocation(shaderProgram3, 0, "outColor");
glLinkProgram(shaderProgram3);
glUseProgram(shaderProgram3);
// Specify the layout of the vertex data
posAttrib = glGetAttribLocation(shaderProgram3, "position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 0, 0);
// Draw a triangle from the 3 vertices
glDrawArrays(GL_POINTS, 0, n/2);
window.display();
glClear(GL_COLOR_BUFFER_BIT);
glDetachShader(shaderProgram1, vertexShader1);
glDetachShader(shaderProgram2, vertexShader2);
glDetachShader(shaderProgram3, vertexShader3);
glDeleteProgram(shaderProgram1);
glDeleteProgram(shaderProgram2);
glDeleteProgram(shaderProgram3);
glDeleteShader(fragmentShader1);
glDeleteShader(fragmentShader2);
glDeleteShader(fragmentShader3);
glDeleteShader(vertexShader1);
glDeleteShader(vertexShader2);
glDeleteShader(vertexShader3);
glDeleteBuffers(1, &vbo1);
glDeleteBuffers(1, &vbo2);
glDeleteBuffers(1, &vbo3);
glDeleteVertexArrays(1, &vao1);
glDeleteVertexArrays(1, &vao2);
glDeleteVertexArrays(1, &vao3);
// window.close();
}
int main(void)
{
//Create the two input vectors
int i;
float position_x[3000], position_y[3000], direction_x[3000], direction_y[3000],velocity[3000];
float radius_repulsion=0.005f, radius_attraction=0.1f, delta_time = 0.002f;
int color[3000];
int n = 150, offset1 = 0, offset2 = n / 3, offset3 = 2 * n / 3;
for (i = 0; i < n; i++)
{
position_x[i] =(float) (i-n/2)/n;
position_y[i] = (float)(i-n/2)/n;
direction_x[i] = (float)cos(i);
direction_y[i] = (float)sin(i);
velocity[i] = 5.0f;
if (i < n / 3)
color[i] = 0;
else if (i >= (n / 3)&&i<(2*n/3))
color[i] = 1;
else
color[i] = 2;
}
GLfloat vertices1[20000];
GLfloat vertices2[20000];
GLfloat vertices3[20000];
//Load the kernel source code into array source_str1
FILE *fp1, *fp2,*fp3;
char *source_str1, *source_str2, *source_str3;
size_t source_size1, source_size2, source_size3;
fp1 = fopen("new_direction.cl", "r");
if (!fp1)
{
fprintf(stderr, "Failed to load kernel\n");
getchar();
exit(1);
}
source_str1 = (char*)malloc(MAX_Source_size1);
source_size1 = fread(source_str1, 1, MAX_Source_size1, fp1);
fclose(fp1);
fp2 = fopen("new_position.cl", "r");
if (!fp2)
{
fprintf(stderr, "Failed to load kernel\n");
getchar();
exit(1);
}
source_str2 = (char*)malloc(MAX_Source_size2);
source_size2 = fread(source_str2, 1, MAX_Source_size2, fp2);
fclose(fp2);
fp3 = fopen("copy.cl", "r");
if (!fp3)
{
fprintf(stderr, "Failed to load kernel\n");
getchar();
exit(1);
}
source_str3 = (char*)malloc(MAX_Source_size3);
source_size3 = fread(source_str3, 1, MAX_Source_size3, fp3);
fclose(fp3);
//Get platform and device information
cl_platform_id platform_id = NULL;
cl_device_id device_id = NULL;
cl_uint ret_num_devices;
cl_uint ret_num_platforms;
cl_int ret = clGetPlatformIDs(1, &platform_id, &ret_num_platforms);
ret = clGetDeviceIDs(platform_id, CL_DEVICE_TYPE_ALL, 1, &device_id, &ret_num_devices);
//Create an OpenCL context
cl_context context = clCreateContext(NULL, 1, &device_id, NULL, NULL, &ret);
//Create an command queue
cl_command_queue command_queue = clCreateCommandQueue(context, device_id, NULL, &ret);
//Create memory buffers on the device for each vector A, B, C
cl_mem position_x_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, n * sizeof(float), NULL, &ret);
cl_mem position_y_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, n * sizeof(float), NULL, &ret);
cl_mem direction_x_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, n * sizeof(float), NULL, &ret);
cl_mem direction_y_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, n * sizeof(float), NULL, &ret);
cl_mem velocity_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, n * sizeof(float), NULL, &ret);
cl_mem color_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, n * sizeof(int), NULL, &ret);
cl_mem vertices1_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, (2*n/3) * sizeof(float), NULL, &ret);
cl_mem vertices2_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, (2*n/3) * sizeof(float), NULL, &ret);
cl_mem vertices3_mem_obj = clCreateBuffer(context, CL_MEM_READ_WRITE, (2*n/3) * sizeof(float), NULL, &ret);
//Copy the lists A and B to their respective memory buffers
ret = clEnqueueWriteBuffer(command_queue, position_x_mem_obj, CL_TRUE, 0, n * sizeof(float), position_x, 0, NULL, NULL);
ret = clEnqueueWriteBuffer(command_queue, position_y_mem_obj, CL_TRUE, 0, n * sizeof(float), position_y, 0, NULL, NULL);
ret = clEnqueueWriteBuffer(command_queue, direction_x_mem_obj, CL_TRUE, 0, n * sizeof(float), direction_x, 0, NULL, NULL);
ret = clEnqueueWriteBuffer(command_queue, direction_y_mem_obj, CL_TRUE, 0, n * sizeof(float), direction_y, 0, NULL, NULL);
ret = clEnqueueWriteBuffer(command_queue, velocity_mem_obj, CL_TRUE, 0, n * sizeof(float), velocity, 0, NULL, NULL);
ret = clEnqueueWriteBuffer(command_queue, color_mem_obj, CL_TRUE, 0, n * sizeof(int), color, 0, NULL, NULL);
//Create a program from the kernel source
cl_program program1 = clCreateProgramWithSource(context, 1, (const char **)&source_str1, (const size_t *)&source_size1, &ret);
cl_program program2 = clCreateProgramWithSource(context, 1, (const char **)&source_str2, (const size_t *)&source_size2, &ret);
cl_program program3 = clCreateProgramWithSource(context, 1, (const char **)&source_str3, (const size_t *)&source_size3, &ret);
//Build the program
ret = clBuildProgram(program1, 1, &device_id, NULL, NULL, NULL);
ret = clBuildProgram(program2, 1, &device_id, NULL, NULL, NULL);
ret = clBuildProgram(program3, 1, &device_id, NULL, NULL, NULL);
//Create the OpenCL kernel object
cl_kernel kernel1 = clCreateKernel(program1, "next_direction", &ret);
cl_kernel kernel2 = clCreateKernel(program2, "next_position", &ret);
cl_kernel kernel3 = clCreateKernel(program3, "copy_value", &ret);
cl_kernel kernel4 = clCreateKernel(program3, "copy_value", &ret);
cl_kernel kernel5 = clCreateKernel(program3, "copy_value", &ret);
//Set the arguments of the kernel
ret = clSetKernelArg(kernel1, 0, sizeof(cl_mem), (void *)&position_x_mem_obj);
ret = clSetKernelArg(kernel1, 1, sizeof(cl_mem), (void *)&position_y_mem_obj);
ret = clSetKernelArg(kernel1, 2, sizeof(cl_mem), (void *)&direction_x_mem_obj);
ret = clSetKernelArg(kernel1, 3, sizeof(cl_mem), (void *)&direction_y_mem_obj);
ret = clSetKernelArg(kernel1, 4, sizeof(cl_mem), (void *)&velocity_mem_obj);
ret = clSetKernelArg(kernel1, 5, sizeof(cl_mem), (void *)&color_mem_obj);
ret = clSetKernelArg(kernel1, 6, sizeof(float), &radius_repulsion);
ret = clSetKernelArg(kernel1, 7, sizeof(float), &radius_attraction);
ret = clSetKernelArg(kernel2, 0, sizeof(cl_mem), (void *)&position_x_mem_obj);
ret = clSetKernelArg(kernel2, 1, sizeof(cl_mem), (void *)&position_y_mem_obj);
ret = clSetKernelArg(kernel2, 2, sizeof(cl_mem), (void *)&direction_x_mem_obj);
ret = clSetKernelArg(kernel2, 3, sizeof(cl_mem), (void *)&direction_y_mem_obj);
ret = clSetKernelArg(kernel2, 4, sizeof(cl_mem), (void *)&velocity_mem_obj);
ret = clSetKernelArg(kernel2, 5, sizeof(float), &delta_time);
ret = clSetKernelArg(kernel3, 0, sizeof(cl_mem), (void *)&position_x_mem_obj);
ret = clSetKernelArg(kernel3, 1, sizeof(cl_mem), (void *)&position_y_mem_obj);
ret = clSetKernelArg(kernel3, 2, sizeof(cl_mem), (void *)&vertices1_mem_obj);
ret = clSetKernelArg(kernel3, 3, sizeof(int), &offset1);
ret = clSetKernelArg(kernel4, 0, sizeof(cl_mem), (void *)&position_x_mem_obj);
ret = clSetKernelArg(kernel4, 1, sizeof(cl_mem), (void *)&position_y_mem_obj);
ret = clSetKernelArg(kernel4, 2, sizeof(cl_mem), (void *)&vertices2_mem_obj);
ret = clSetKernelArg(kernel4, 3, sizeof(int), &offset2);
ret = clSetKernelArg(kernel5, 0, sizeof(cl_mem), (void *)&position_x_mem_obj);
ret = clSetKernelArg(kernel5, 1, sizeof(cl_mem), (void *)&position_y_mem_obj);
ret = clSetKernelArg(kernel5, 2, sizeof(cl_mem), (void *)&vertices3_mem_obj);
ret = clSetKernelArg(kernel5, 3, sizeof(int), &offset3);
//Execute the OpenCL kernel on the array
size_t global_item_size = n;
size_t local_item_size = 1;
size_t global_item_size_copy = 2 * n / 3;
//Execute the kernel on the device
cl_event event;
ret = clEnqueueNDRangeKernel(command_queue, kernel3, 1, NULL, &global_item_size_copy, &local_item_size, 0, NULL, NULL);
ret = clEnqueueNDRangeKernel(command_queue, kernel4, 1, NULL, &global_item_size_copy, &local_item_size, 0, NULL, NULL);
ret = clEnqueueNDRangeKernel(command_queue, kernel5, 1, NULL, &global_item_size_copy, &local_item_size, 0, NULL, NULL);
ret = clEnqueueReadBuffer(command_queue, vertices1_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(GLfloat), vertices1, 0, NULL, NULL);
//ret = clEnqueueWriteBuffer(command_queue, vertices1_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(float), vertices1, 0, NULL, NULL);
ret = clEnqueueReadBuffer(command_queue, vertices2_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(GLfloat), vertices2, 0, NULL, NULL);
//ret = clEnqueueWriteBuffer(command_queue, vertices2_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(float), vertices2, 0, NULL, NULL);
ret = clEnqueueReadBuffer(command_queue, vertices3_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(GLfloat), vertices3, 0, NULL, NULL);
//ret = clEnqueueWriteBuffer(command_queue, vertices3_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(float), vertices3, 0, NULL, NULL);
/*//for (i = 0; i < 2 * n / 3; i++)
//printf("%f ", vertices1[i]);
//printf("\n");
//for (i = 0; i < 2 * 6 / 3; i++)
//printf("%f %f %f,", vertices1[i], vertices2[i], vertices3[i]);
for (i = 0; i < 2 * 6 / 3; i++)
printf("%f %f,\n", position_x[i], position_y[i]);
printf("\n");
printf("\n");
printf("\n");
printf("\n");
printf("\n");
printf("\n");
printf("\n");
printf("\n");
printf("\n");*/
graphics(vertices1, vertices2, vertices3, 2 * n / 3);
//getchar();
int c = 0;
while(1)
{
printf("iteration=%d\n", c);
c++;
ret = clEnqueueNDRangeKernel(command_queue, kernel1, 1, NULL, &global_item_size, &local_item_size, 0, NULL, NULL);
ret = clEnqueueNDRangeKernel(command_queue, kernel2, 1, NULL, &global_item_size, &local_item_size, 0, NULL, NULL);
ret = clEnqueueNDRangeKernel(command_queue, kernel3, 1, NULL, &global_item_size_copy, &local_item_size, 0, NULL, NULL);
ret = clEnqueueNDRangeKernel(command_queue, kernel4, 1, NULL, &global_item_size_copy, &local_item_size, 0, NULL, NULL);
ret = clEnqueueNDRangeKernel(command_queue, kernel5, 1, NULL, &global_item_size_copy, &local_item_size, 0, NULL, NULL);
ret = clEnqueueReadBuffer(command_queue, vertices1_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(GLfloat), vertices1, 0, NULL, NULL);
ret = clEnqueueReadBuffer(command_queue, vertices2_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(GLfloat), vertices2, 0, NULL, NULL);
ret = clEnqueueReadBuffer(command_queue, vertices3_mem_obj, CL_TRUE, 0, (2*n/3)* sizeof(GLfloat), vertices3, 0, NULL, NULL);
graphics(vertices1,vertices2,vertices3,2*n/3);
//getchar();
_sleep(1000/6);
// if (c == 54)
//{
// break;
// }
}
//Clean Up
ret = clFinish(command_queue);
ret = clFinish(command_queue);
ret = clReleaseKernel(kernel1);
ret = clReleaseKernel(kernel2);
ret = clReleaseKernel(kernel3);
ret = clReleaseKernel(kernel4);
ret = clReleaseKernel(kernel5);
ret = clReleaseProgram(program1);
ret = clReleaseProgram(program2);
ret = clReleaseProgram(program3);
ret = clReleaseMemObject(position_x_mem_obj);
ret = clReleaseMemObject(position_y_mem_obj);
ret = clReleaseMemObject(direction_x_mem_obj);
ret = clReleaseMemObject(direction_x_mem_obj);
ret = clReleaseMemObject(vertices1_mem_obj);
ret = clReleaseMemObject(vertices2_mem_obj);
ret = clReleaseMemObject(vertices3_mem_obj);
ret = clReleaseMemObject(color_mem_obj);
ret = clReleaseCommandQueue(command_queue);
ret = clReleaseContext(context);
getchar(); getchar();
window.close();
return 0;
}