fix: Hotfix
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cd5209c3f2
commit
1abc2611c7
3 changed files with 10 additions and 8 deletions
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@ -27,7 +27,7 @@ protected:
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cl::Program program;
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public:
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bool GPUApplication::InitCL() {
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bool InitCL() {
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// Find a combination of a cl::Platform and cl::Device to run OpenCL
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// -----------------------------------------------------------------
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{
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@ -10,7 +10,7 @@ bool GpuParticleSystem::InitGL() {
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// Initialize GLFW, which is used to create a window
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return nullptr;
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return false;
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}
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// Set GLFW to not create an OpenGL context (version 330 core) (also at the top of each shader file)
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@ -24,7 +24,7 @@ bool GpuParticleSystem::InitGL() {
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return NULL;
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return false;
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}
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// Make the OpenGL context current
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@ -34,7 +34,7 @@ bool GpuParticleSystem::InitGL() {
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cerr << "Failed to initialized GLAD" << std::endl;
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glfwTerminate();
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return NULL;
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return false;
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}
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// Enable depth testing in OpenGL
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@ -67,6 +67,8 @@ bool GpuParticleSystem::InitGL() {
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// we need to pass data (positions and velocities) to the vertex shader,
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// so we'll use VBOs for this.
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glGenBuffers(2, VBOs);
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return true;
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}
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void GpuParticleSystem::InitPosVel() {
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@ -13,7 +13,7 @@ bool GpuPerlinNoise::InitGL() {
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// Initialize GLFW, which is used to create a window
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return nullptr;
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return false;
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}
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// Set GLFW to not create an OpenGL context (version 330 core) (also at the top of each shader file)
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@ -27,7 +27,7 @@ bool GpuPerlinNoise::InitGL() {
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return NULL;
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return false;
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}
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// Make the OpenGL context current
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@ -37,7 +37,7 @@ bool GpuPerlinNoise::InitGL() {
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cerr << "Failed to initialized GLAD" << std::endl;
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glfwTerminate();
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return NULL;
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return false;
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}
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// Enable depth testing in OpenGL
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