cuda-samples/Samples/simpleCUDA2GL/main.cpp
2021-10-21 16:34:49 +05:30

748 lines
22 KiB
C++

/* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of NVIDIA CORPORATION nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
// 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>
#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>
// 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;
////////////////////////////////////////////////////////////////////////////////
// constants / global variables
unsigned int window_width = 512;
unsigned int window_height = 512;
unsigned int image_width = 512;
unsigned int image_height = 512;
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 keyboard(unsigned char key, int x, int y);
void reshape(int w, int h);
void mainMenu(int i);
#ifdef USE_TEXSUBIMAGE2D
////////////////////////////////////////////////////////////////////////////////
//! Create PBO
////////////////////////////////////////////////////////////////////////////////
void createPBO(GLuint *pbo, struct cudaGraphicsResource **pbo_resource) {
// set up vertex data parameter
num_texels = image_width * image_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(image_width / block.x, image_height / block.y, 1);
// execute CUDA kernel
launch_cudaProcess(grid, block, 0, out_data, image_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, image_width, image_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 = image_width * image_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, window_width, window_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(window_width, window_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 GL Post Processing (%d x %d): %.1f fps", window_width,
window_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);
}
////////////////////////////////////////////////////////////////////////////////
//! Keyboard events handler
////////////////////////////////////////////////////////////////////////////////
void keyboard(unsigned char key, int /*x*/, int /*y*/) {
switch (key) {
case (27):
Cleanup(EXIT_SUCCESS);
break;
case ' ':
enable_cuda ^= 1;
#ifdef USE_TEXTURE_RGBA8UI
if (enable_cuda) {
glClearColorIuiEXT(128, 128, 128, 255);
} else {
glClearColor(0.5, 0.5, 0.5, 1.0);
}
#endif
break;
}
}
void reshape(int w, int h) {
window_width = w;
window_height = h;
}
void mainMenu(int i) { keyboard((unsigned char)i, 0, 0); }
////////////////////////////////////////////////////////////////////////////////
//!
////////////////////////////////////////////////////////////////////////////////
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;
}
////////////////////////////////////////////////////////////////////////////////
// Program main
////////////////////////////////////////////////////////////////////////////////
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
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);
}
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 = image_width * image_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, image_width, image_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();
}
////////////////////////////////////////////////////////////////////////////////
//! 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 (false == 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);
glutKeyboardFunc(keyboard);
glutReshapeFunc(reshape);
glutTimerFunc(REFRESH_DELAY, timerEvent, 0);
// create menu
glutCreateMenu(mainMenu);
glutAddMenuEntry("Quit (esc)", '\033');
glutAttachMenu(GLUT_RIGHT_BUTTON);
initGLBuffers();
#ifndef USE_TEXSUBIMAGE2D
initCUDABuffers();
#endif
// Creating the Auto-Validation Code
if (ref_file) {
g_CheckRender = new CheckBackBuffer(window_width, window_height, 4);
g_CheckRender->setPixelFormat(GL_RGBA);
g_CheckRender->setExecPath(argv[0]);
g_CheckRender->EnableQAReadback(true);
}
printf(
"\n"
"\tControls\n"
"\t(right click mouse button for Menu)\n"
"\t[esc] - Quit\n\n");
// start rendering mainloop
glutMainLoop();
// Normally unused return path
Cleanup(EXIT_SUCCESS);
}
////////////////////////////////////////////////////////////////////////////////
//! Initialize GL
////////////////////////////////////////////////////////////////////////////////
bool initGL(int *argc, char **argv) {
// Create GL context
glutInit(argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_ALPHA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(window_width, window_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, window_width, window_height);
// projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, (GLfloat)window_width / (GLfloat)window_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;
}