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main.cpp
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main.cpp
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bool capsLockOn;
#define KEY_STATES_SIZE BYTE_MAX
bool *keyStates;
bool upArrowPressed = false, downArrowPressed = false;
// USE_TEXSUBIMAGE2D uses glTexSubImage2D() to update the final result
// commenting it will make the sample use the other way :
// map a texture in CUDA and blit the result into it
#define USE_TEXSUBIMAGE2D
#if defined(WIN32) || defined(_WIN32) || defined(WIN64) || defined(_WIN64)
#define WINDOWS_LEAN_AND_MEAN
#define NOMINMAX
#include <windows.h>
#pragma warning(disable : 4996)
#endif
// OpenGL Graphics includes
#include <helper_gl.h>
// list of keys
#include "chars.h"
#if defined(__APPLE__) || defined(MACOSX)
#pragma clang diagnostic ignored "-Wdeprecated-declarations"
#include <GLUT/glut.h>
// Sorry for Apple : unsigned int sampler is not available to you, yet...
// Let's switch to the use of PBO and glTexSubImage
#define USE_TEXSUBIMAGE2D
#else
#include <GL/freeglut.h>
#endif
// CUDA includes
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
#include "simpleCUDA2GL.h"
// CUDA utilities and system includes
#include "helper_cuda.h"
#include "helper_functions.h"
#include <rendercheck_gl.h>
// Shared Library Test Functions
#define MAX_EPSILON 10
#define REFRESH_DELAY 10 // ms
const char *sSDKname = "simpleCUDA2GL";
unsigned int g_TotalErrors = 0;
// CheckFBO/BackBuffer class objects
CheckRender *g_CheckRender = NULL;
int iGLUTWindowHandle = 0; // handle to the GLUT window
// pbo and fbo variables
#ifdef USE_TEXSUBIMAGE2D
GLuint pbo_dest;
struct cudaGraphicsResource *cuda_pbo_dest_resource;
#else
unsigned int *cuda_dest_resource;
GLuint shDrawTex; // draws a texture
struct cudaGraphicsResource *cuda_tex_result_resource;
#endif
GLuint fbo_source;
struct cudaGraphicsResource *cuda_tex_screen_resource;
unsigned int size_tex_data;
unsigned int num_texels;
unsigned int num_values;
// (offscreen) render target fbo variables
GLuint tex_screen; // where we render the image
GLuint tex_cudaResult; // where we will copy the CUDA result
char *ref_file = NULL;
bool enable_cuda = true;
int *pArgc = NULL;
char **pArgv = NULL;
// Timer
static int fpsCount = 0;
static int fpsLimit = 1;
StopWatchInterface *timer = NULL;
#ifndef USE_TEXTURE_RGBA8UI
#pragma message("Note: Using Texture fmt GL_RGBA16F_ARB")
#else
// NOTE: the current issue with regular RGBA8 internal format of textures
// is that HW stores them as BGRA8. Therefore CUDA will see BGRA where users
// expected RGBA8. To prevent this issue, the driver team decided to prevent
// this to happen
// instead, use RGBA8UI which required the additional work of scaling the
// fragment shader
// output from 0-1 to 0-255. This is why we have some GLSL code, in this case
#pragma message("Note: Using Texture RGBA8UI + GLSL for rendering")
#endif
GLuint shDraw;
extern "C" void launch_cudaProcess(dim3 grid, dim3 block, int sbytes, unsigned int *g_odata, int imgw);
// Forward declarations
void runStdProgram(int argc, char **argv);
void FreeResource();
void Cleanup(int iExitCode);
// GL functionality
bool initGL(int *argc, char **argv);
#ifdef USE_TEXSUBIMAGE2D
void createPBO(GLuint *pbo, struct cudaGraphicsResource **pbo_resource);
void deletePBO(GLuint *pbo);
#endif
void createTextureDst(GLuint *tex_cudaResult, unsigned int size_x, unsigned int size_y);
void deleteTexture(GLuint *tex);
// rendering callbacks
void display();
void idle();
void reshape(int w, int h);
#ifdef USE_TEXSUBIMAGE2D
void createPBO(GLuint *pbo, struct cudaGraphicsResource **pbo_resource) {
// set up vertex data parameter
num_texels = CANVAS_WIDTH * CANVAS_HEIGHT;
num_values = num_texels * 4;
size_tex_data = sizeof(GLubyte) * num_values;
void *data = malloc(size_tex_data);
// create buffer object
glGenBuffers(1, pbo);
glBindBuffer(GL_ARRAY_BUFFER, *pbo);
glBufferData(GL_ARRAY_BUFFER, size_tex_data, data, GL_DYNAMIC_DRAW);
free(data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// register this buffer object with CUDA
checkCudaErrors(cudaGraphicsGLRegisterBuffer(pbo_resource, *pbo, cudaGraphicsMapFlagsNone));
SDK_CHECK_ERROR_GL();
}
void deletePBO(GLuint *pbo) {
glDeleteBuffers(1, pbo);
SDK_CHECK_ERROR_GL();
*pbo = 0;
}
#endif
const GLenum fbo_targets[] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_COLOR_ATTACHMENT2_EXT,
GL_COLOR_ATTACHMENT3_EXT};
#ifndef USE_TEXSUBIMAGE2D
static const char *glsl_drawtex_vertshader_src =
"void main(void)\n"
"{\n"
" gl_Position = gl_Vertex;\n"
" gl_TexCoord[0].xy = gl_MultiTexCoord0.xy;\n"
"}\n";
static const char *glsl_drawtex_fragshader_src =
"#version 130\n"
"uniform usampler2D texImage;\n"
"void main()\n"
"{\n"
" vec4 c = texture(texImage, gl_TexCoord[0].xy);\n"
" gl_FragColor = c / 255.0;\n"
"}\n";
#endif
static const char *glsl_draw_fragshader_src =
// WARNING: seems like the gl_FragColor doesn't want to output >1 colors...
// you need version 1.3 so you can define a uvec4 output...
// but MacOSX complains about not supporting 1.3 !!
// for now, the mode where we use RGBA8UI may not work properly for Apple : only
// RGBA16F works (default)
#if defined(__APPLE__) || defined(MACOSX)
"void main()\n"
"{"
" gl_FragColor = vec4(gl_Color * 255.0);\n"
"}\n";
#else
"#version 130\n"
"out uvec4 FragColor;\n"
"void main()\n"
"{"
" FragColor = uvec4(gl_Color.xyz * 255.0, 255.0);\n"
"}\n";
#endif
// copy image and process using CUDA
void generateCUDAImage() {
// run the Cuda kernel
unsigned int *out_data;
#ifdef USE_TEXSUBIMAGE2D
checkCudaErrors(cudaGraphicsMapResources(1, &cuda_pbo_dest_resource, 0));
size_t num_bytes;
checkCudaErrors(cudaGraphicsResourceGetMappedPointer((void **) &out_data, &num_bytes, cuda_pbo_dest_resource));
// printf("CUDA mapped pointer of pbo_out: May access %ld bytes, expected %d\n",
// num_bytes, size_tex_data);
#else
out_data = cuda_dest_resource;
#endif
// calculate grid size
dim3 block(16, 16, 1);
// dim3 block(16, 16, 1);
dim3 grid(CANVAS_WIDTH / block.x, CANVAS_HEIGHT / block.y, 1);
// execute CUDA kernel
launch_cudaProcess(grid, block, 0, out_data, CANVAS_WIDTH);
// CUDA generated data in cuda memory or in a mapped PBO made of BGRA 8 bits
// 2 solutions, here :
// - use glTexSubImage2D(), there is the potential to loose performance in
// possible hidden conversion
// - map the texture and blit the result thanks to CUDA API
#ifdef USE_TEXSUBIMAGE2D
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_pbo_dest_resource, 0));
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo_dest);
glBindTexture(GL_TEXTURE_2D, tex_cudaResult);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, CANVAS_WIDTH, CANVAS_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SDK_CHECK_ERROR_GL();
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
#else
// We want to copy cuda_dest_resource data to the texture
// map buffer objects to get CUDA device pointers
cudaArray *texture_ptr;
checkCudaErrors(cudaGraphicsMapResources(1, &cuda_tex_result_resource, 0));
checkCudaErrors(cudaGraphicsSubResourceGetMappedArray(
&texture_ptr, cuda_tex_result_resource, 0, 0));
int num_texels = CANVAS_WIDTH * CANVAS_HEIGHT;
int num_values = num_texels * 4;
int size_tex_data = sizeof(GLubyte) * num_values;
checkCudaErrors(cudaMemcpyToArray(texture_ptr, 0, 0, cuda_dest_resource,
size_tex_data, cudaMemcpyDeviceToDevice));
checkCudaErrors(cudaGraphicsUnmapResources(1, &cuda_tex_result_resource, 0));
#endif
}
// display image to the screen as textured quad
void displayImage(GLuint texture) {
glBindTexture(GL_TEXTURE_2D, texture);
glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
// if the texture is a 8 bits UI, scale the fetch with a GLSL shader
#ifndef USE_TEXSUBIMAGE2D
glUseProgram(shDrawTex);
GLint id = glGetUniformLocation(shDrawTex, "texImage");
glUniform1i(id, 0); // texture unit 0 to "texImage"
SDK_CHECK_ERROR_GL();
#endif
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(-1.0, -1.0, 0.5);
glTexCoord2f(1.0, 0.0);
glVertex3f(1.0, -1.0, 0.5);
glTexCoord2f(1.0, 1.0);
glVertex3f(1.0, 1.0, 0.5);
glTexCoord2f(0.0, 1.0);
glVertex3f(-1.0, 1.0, 0.5);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glDisable(GL_TEXTURE_2D);
#ifndef USE_TEXSUBIMAGE2D
glUseProgram(0);
#endif
SDK_CHECK_ERROR_GL();
}
// Display callback
void display() {
sdkStartTimer(&timer);
if (enable_cuda) {
generateCUDAImage();
displayImage(tex_cudaResult);
}
// NOTE: I needed to add this call so the timing is consistent.
// Need to investigate why
cudaDeviceSynchronize();
sdkStopTimer(&timer);
// flip backbuffer
glutSwapBuffers();
// If specified, Check rendering against reference,
if (ref_file && g_CheckRender && g_CheckRender->IsQAReadback()) {
static int pass = 0;
if (pass > 0) {
g_CheckRender->readback(CANVAS_WIDTH, CANVAS_HEIGHT);
char currentOutputPPM[256];
sprintf(currentOutputPPM, "kilt.ppm");
g_CheckRender->savePPM(currentOutputPPM, true, NULL);
if (!g_CheckRender->PPMvsPPM(currentOutputPPM, sdkFindFilePath(ref_file, pArgv[0]), MAX_EPSILON, 0.30f)) {
g_TotalErrors++;
}
Cleanup((g_TotalErrors == 0) ? EXIT_SUCCESS : EXIT_FAILURE);
}
pass++;
}
// Update fps counter, fps/title display and log
if (++fpsCount == fpsLimit) {
char cTitle[256];
float fps = 1000.0f / sdkGetAverageTimerValue(&timer);
sprintf(cTitle, "CUDA + OpenGL Real-time raytracing (%d x %d): %.1f fps", CANVAS_WIDTH, CANVAS_HEIGHT, fps);
glutSetWindowTitle(cTitle);
// printf("%s\n", cTitle);
fpsCount = 0;
fpsLimit = (int) ((fps > 1.0f) ? fps : 1.0f);
sdkResetTimer(&timer);
}
}
void timerEvent(int value) {
glutPostRedisplay();
glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
}
void reshape(int w, int h) {
glutReshapeWindow(CANVAS_WIDTH, CANVAS_HEIGHT);
}
void createTextureDst(GLuint *tex_cudaResult, unsigned int size_x, unsigned int size_y) {
// create a texture
glGenTextures(1, tex_cudaResult);
glBindTexture(GL_TEXTURE_2D, *tex_cudaResult);
// set basic parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#ifdef USE_TEXSUBIMAGE2D
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, size_x, size_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
SDK_CHECK_ERROR_GL();
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI_EXT, size_x, size_y, 0,
GL_RGBA_INTEGER_EXT, GL_UNSIGNED_BYTE, NULL);
SDK_CHECK_ERROR_GL();
// register this texture with CUDA
checkCudaErrors(cudaGraphicsGLRegisterImage(
&cuda_tex_result_resource, *tex_cudaResult, GL_TEXTURE_2D,
cudaGraphicsMapFlagsWriteDiscard));
#endif
}
void deleteTexture(GLuint *tex) {
glDeleteTextures(1, tex);
SDK_CHECK_ERROR_GL();
*tex = 0;
}
int main(int argc, char **argv) {
#if defined(__linux__)
char *Xstatus = getenv("DISPLAY");
if (Xstatus == NULL)
{
printf("Waiving execution as X server is not running\n");
exit(EXIT_WAIVED);
}
setenv("DISPLAY", ":0", 0);
#endif
keyStates = (bool *) malloc(sizeof(bool) * KEY_STATES_SIZE);
printf("%s Starting...\n\n", argv[0]);
if (checkCmdLineFlag(argc, (const char **) argv, "file")) {
getCmdLineArgumentString(argc, (const char **) argv, "file", &ref_file);
}
pArgc = &argc;
pArgv = argv;
// use command-line specified CUDA device, otherwise use device with highest
// Gflops/s
if (checkCmdLineFlag(argc, (const char **) argv, "device")) {
printf("[%s]\n", argv[0]);
printf(" Does not explicitly support -device=n\n");
printf(" This sample requires OpenGL. Only -file=<reference> are "
"supported\n");
printf("exiting...\n");
exit(EXIT_WAIVED);
}
if (ref_file) {
printf("(Test with OpenGL verification)\n");
runStdProgram(argc, argv);
} else {
printf("(Interactive OpenGL Demo)\n");
runStdProgram(argc, argv);
}
free(keyStates);
exit(EXIT_SUCCESS);
}
void FreeResource() {
sdkDeleteTimer(&timer);
// unregister this buffer object with CUDA
// checkCudaErrors(cudaGraphicsUnregisterResource(cuda_tex_screen_resource));
#ifdef USE_TEXSUBIMAGE2D
checkCudaErrors(cudaGraphicsUnregisterResource(cuda_pbo_dest_resource));
deletePBO(&pbo_dest);
#else
cudaFree(cuda_dest_resource);
#endif
deleteTexture(&tex_screen);
deleteTexture(&tex_cudaResult);
if (iGLUTWindowHandle) {
glutDestroyWindow(iGLUTWindowHandle);
}
// finalize logs and leave
printf("simpleCUDA2GL Exiting...\n");
}
void Cleanup(int iExitCode) {
FreeResource();
printf("PPM Images are %s\n", (iExitCode == EXIT_SUCCESS) ? "Matching" : "Not Matching");
exit(iExitCode);
}
GLuint compileGLSLprogram(const char *vertex_shader_src, const char *fragment_shader_src) {
GLuint v, f, p = 0;
p = glCreateProgram();
if (vertex_shader_src) {
v = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(v, 1, &vertex_shader_src, NULL);
glCompileShader(v);
// check if shader compiled
GLint compiled = 0;
glGetShaderiv(v, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
//#ifdef NV_REPORT_COMPILE_ERRORS
char temp[256] = "";
glGetShaderInfoLog(v, 256, NULL, temp);
printf("Vtx Compile failed:\n%s\n", temp);
//#endif
glDeleteShader(v);
return 0;
} else {
glAttachShader(p, v);
}
}
if (fragment_shader_src) {
f = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(f, 1, &fragment_shader_src, NULL);
glCompileShader(f);
// check if shader compiled
GLint compiled = 0;
glGetShaderiv(f, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
//#ifdef NV_REPORT_COMPILE_ERRORS
char temp[256] = "";
glGetShaderInfoLog(f, 256, NULL, temp);
printf("frag Compile failed:\n%s\n", temp);
//#endif
glDeleteShader(f);
return 0;
} else {
glAttachShader(p, f);
}
}
glLinkProgram(p);
int infologLength = 0;
int charsWritten = 0;
glGetProgramiv(p, GL_INFO_LOG_LENGTH, (GLint * ) & infologLength);
if (infologLength > 0) {
char *infoLog = (char *) malloc(infologLength);
glGetProgramInfoLog(p, infologLength, (GLsizei * ) & charsWritten, infoLog);
printf("Shader compilation error: %s\n", infoLog);
free(infoLog);
}
return p;
}
// Allocate the "render target" of CUDA
#ifndef USE_TEXSUBIMAGE2D
void initCUDABuffers()
{
// set up vertex data parameter
num_texels = CANVAS_WIDTH * CANVAS_HEIGHT;
num_values = num_texels * 4;
size_tex_data = sizeof(GLubyte) * num_values;
checkCudaErrors(cudaMalloc((void **)&cuda_dest_resource, size_tex_data));
// checkCudaErrors(cudaHostAlloc((void**)&cuda_dest_resource, size_tex_data,
// ));
}
#endif
void initGLBuffers() {
// create pbo
#ifdef USE_TEXSUBIMAGE2D
createPBO(&pbo_dest, &cuda_pbo_dest_resource);
#endif
// create texture that will receive the result of CUDA
createTextureDst(&tex_cudaResult, CANVAS_WIDTH, CANVAS_HEIGHT);
// load shader programs
shDraw = compileGLSLprogram(NULL, glsl_draw_fragshader_src);
#ifndef USE_TEXSUBIMAGE2D
shDrawTex = compileGLSLprogram(glsl_drawtex_vertshader_src,
glsl_drawtex_fragshader_src);
#endif
SDK_CHECK_ERROR_GL();
}
void specialUp(int key, int x, int y) {
switch (key) {
case GLUT_KEY_UP:
upArrowPressed = false;
break;
case GLUT_KEY_DOWN:
downArrowPressed = false;
break;
}
capsLockOn = glutGetModifiers() == GLUT_ACTIVE_SHIFT;
}
void specialDown(int key, int x, int y) {
switch (key) {
case GLUT_KEY_UP:
upArrowPressed = true;
break;
case GLUT_KEY_DOWN:
downArrowPressed = true;
break;
}
capsLockOn = glutGetModifiers() == GLUT_ACTIVE_SHIFT;
}
void keyDown(byte key, int x, int y) {
keyStates[key] = true;
capsLockOn = glutGetModifiers() == GLUT_ACTIVE_SHIFT;
}
void keyUp(byte key, int x, int y) {
keyStates[key] = false;
capsLockOn = glutGetModifiers() == GLUT_ACTIVE_SHIFT;
}
void keyActions() {
// TODO: do this for the arrow keys
if (keyStates[KEY_ESC]) Cleanup(EXIT_SUCCESS);
if (keyStates[KEY_W - (capsLockOn ? 32 : 0)]) moveCam(MOVEMENT_INTERVAL, 0, 0);
if (keyStates[KEY_S - (capsLockOn ? 32 : 0)]) moveCam(-MOVEMENT_INTERVAL, 0, 0);
if (keyStates[KEY_A - (capsLockOn ? 32 : 0)]) moveCam(0, 0, -MOVEMENT_INTERVAL);
if (keyStates[KEY_D - (capsLockOn ? 32 : 0)]) moveCam(0, 0, MOVEMENT_INTERVAL);
if (upArrowPressed) moveCam(0, MOVEMENT_INTERVAL, 0);
if (downArrowPressed) moveCam(0, -MOVEMENT_INTERVAL, 0);
}
// Run standard demo loop with or without GL verification
void runStdProgram(int argc, char **argv) {
// First initialize OpenGL context, so we can properly set the GL for CUDA.
// This is necessary in order to achieve optimal performance with OpenGL/CUDA
// interop.
if (!initGL(&argc, argv))
return;
// Now initialize CUDA context (GL context has been created already)
findCudaDevice(argc, (const char **) argv);
sdkCreateTimer(&timer);
sdkResetTimer(&timer);
// register callbacks
glutDisplayFunc(display);
glutSpecialFunc(specialDown);
glutSpecialUpFunc(specialUp);
glutReshapeFunc(reshape);
glutIgnoreKeyRepeat(true);
glutKeyboardFunc(keyDown);
glutKeyboardUpFunc(keyUp);
glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
initGLBuffers();
#ifndef USE_TEXSUBIMAGE2D
initCUDABuffers();
#endif
// Creating the Auto-Validation Code
if (ref_file) {
g_CheckRender = new CheckBackBuffer(CANVAS_WIDTH, CANVAS_HEIGHT, 4);
g_CheckRender->setPixelFormat(GL_RGBA);
g_CheckRender->setExecPath(argv[0]);
g_CheckRender->EnableQAReadback(true);
}
// start rendering mainloop
glutMainLoop();
// Normally unused return path
Cleanup(EXIT_SUCCESS);
}
bool initGL(int *argc, char **argv) {
// Create GL context
glutInit(argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(CANVAS_WIDTH, CANVAS_HEIGHT);
iGLUTWindowHandle = glutCreateWindow("CUDA OpenGL post-processing");
// initialize necessary OpenGL extensions
if (!isGLVersionSupported(2, 0) || !areGLExtensionsSupported("GL_ARB_pixel_buffer_object "
"GL_EXT_framebuffer_object")) {
printf("ERROR: Support for necessary OpenGL extensions missing.");
fflush(stderr);
return false;
}
// default initialization
#ifndef USE_TEXTURE_RGBA8UI
glClearColor(0.5, 0.5, 0.5, 1.0);
#else
glClearColorIuiEXT(128, 128, 128, 255);
#endif
glDisable(GL_DEPTH_TEST);
// viewport
glViewport(0, 0, CANVAS_WIDTH, CANVAS_HEIGHT);
// projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat) CANVAS_WIDTH / (GLfloat) CANVAS_HEIGHT, 0.1f, 10.0f);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHT0);
float red[] = {1.0f, 0.1f, 0.1f, 1.0f};
float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, red);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 60.0f);
SDK_CHECK_ERROR_GL();
return true;
}