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| #include "Displayer.h"
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";
//static const char *glsl_draw_fragshader_src =
// "#version 130\n"
// "out uvec4 FragColor;\n"
// "void main()\n"
// "{"
// " FragColor = uvec4(gl_Color.xyz * 255.0, 255.0);\n"
// "}\n";
__global__ void DisplayerKernel(u_int8_t *u8x3_Data, unsigned int *g_odata, int w,int h)
{
int x = blockIdx.x*blockDim.x;
int y = blockIdx.y*blockDim.y;
int xglobal = x+threadIdx.x;
int yglobal = y+threadIdx.y;
if(xglobal>=w/2 || yglobal >=h)
return;
int iptr = xglobal+ yglobal*w;
// int iptr_rgb = xglobal*3+ yglobal*w*3;
// u_int8_t u8_R = u8x3_Data[iptr_rgb];
// u_int8_t u8_G = u8x3_Data[iptr_rgb+1];
// u_int8_t u8_B = u8x3_Data[iptr_rgb+2];
// u_int8_t u8_A = 0xFF;
unsigned int val;
val = ((float)threadIdx.x);
g_odata[iptr] = val<<16;// &*/ /*xglobal+yglobal*w/25.0*/;//(int(xglobal)<<24) |int(xglobal/w)<<16) | (int((float)yglobal/(float)h)<<8) | int(u8_R);
}
Displayer::Displayer(int iheight, int iwidth):
// Blending_GPU(iwidth,iheight)
iwidth_(iwidth),
iheight_(iheight)
{
//Init the GL context
init();
}
Displayer::~Displayer()
{
// free device memory
std::cout << "Destroy Displayer " << std::endl;
}
void Displayer::display(u_int8_t* u8x3_rgbImage_Device)
{
// run the Cuda kernel
unsigned int *out_data;
checkCudaErrors(cudaGraphicsMapResources(1, &cuda_pbo_dest_resource, 0));
size_t num_bytes;
checkCudaErrors(cudaGraphicsResourceGetMappedPointer((void **)&out_data, &num_bytes,
cuda_pbo_dest_resource));
std::cout << "num_bytes " << num_bytes << std::endl;
dim3 blocks(ceil((float)iwidth_ / ( BLOCK_SIZE_X)), ceil((float)iheight_ / BLOCK_SIZE_Y));
dim3 threads(BLOCK_SIZE_X, BLOCK_SIZE_Y);
DisplayerKernel<<<blocks,threads>>>(u8x3_rgbImage_Device,out_data,iwidth_,iheight_);
checkCudaErrors(cudaGetLastError());
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,
iwidth_, iheight_,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
///////////////////////////////////////////////////
/// Display texture
glBindTexture(GL_TEXTURE_2D, tex_cudaResult);
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, iwidth_, iheight_);
glUseProgram(shDrawTex);
GLint id = glGetUniformLocation(shDrawTex, "texImage");
glUniform1i(id, 0); // texture unit 0 to "texImage"
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);
glUseProgram(0);
cudaDeviceSynchronize();
// flip backbuffer
glutSwapBuffers();
}
void Displayer::init()
{
setenv ("DISPLAY", ":0", 0);
/////////////////////////
// Create GL context
char *myargv[1];
int myargc=1;
myargv [0]= "BGEDisplayer";
glutInit(&myargc, myargv);
glutInitDisplayMode(GLUT_RGBA | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(iwidth_, iheight_);
iGLUTWindowHandle = glutCreateWindow("CUDA OpenGL post-processing");
// initialize necessary OpenGL extensions
glewInit();
glClearColor(0.5, 0.5, 0.5, 1.0);
glDisable(GL_DEPTH_TEST);
// viewport
glViewport(0, 0, iwidth_, iheight_);
// projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)iwidth_ / (GLfloat) iheight_, 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);
////////////////////////
////createPBO
// set up vertex data parameter
int num_texels = iwidth_ * iheight_;
int num_values = num_texels * 4;
int size_tex_data = sizeof(GLubyte) * num_values;
void *data = malloc(size_tex_data);
// create buffer object
glGenBuffers(1, &pbo_dest);
glBindBuffer(GL_ARRAY_BUFFER, pbo_dest);
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(&cuda_pbo_dest_resource, pbo_dest , cudaGraphicsMapFlagsNone));
/////////////////////////////
//// createTextureDst
// 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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, iwidth_, iheight_, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
// load shader programs
// shDraw = compileGLSLprogram(NULL, glsl_draw_fragshader_src);
shDrawTex = compileGLSLprogram(glsl_drawtex_vertshader_src, glsl_drawtex_fragshader_src);
////////////////////////////
/// initCUDABuffers
// set up vertex data parameter
int inum_texels = iwidth_ * iheight_;
int inum_values = inum_texels * 4;
int isize_tex_data = sizeof(GLubyte) * inum_values;
checkCudaErrors(cudaMalloc((void **)&cuda_dest_resource, isize_tex_data));
}
GLuint Displayer::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;
} |
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