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#include <iostream>
#include <GL/glew.h>
#include <pangolin/pangolin.h>
#include <pangolin/gl/glcuda.h>
#include <pangolin/gl/glvbo.h>
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
#include <vector_types.h>
using namespace pangolin;
using namespace std;
// Mesh size
const int mesh_width=256;
const int mesh_height=256;
extern "C" void launch_kernel(float4* dVertexArray, uchar4* dColourArray, unsigned int width, unsigned int height, float time);
int main( int /*argc*/, char* argv[] )
{
// cudaGLSetGLDevice(0);
pangolin::CreateWindowAndBind("Main",640,480);
glewInit();
// 3D Mouse handler requires depth testing to be enabled
glEnable(GL_DEPTH_TEST);
// Create vertex and colour buffer objects and register them with CUDA
GlBufferCudaPtr vertex_array(
GlArrayBuffer, mesh_width*mesh_height, GL_FLOAT, 4,
cudaGraphicsMapFlagsWriteDiscard, GL_STREAM_DRAW
);
GlBufferCudaPtr colour_array(
GlArrayBuffer, mesh_width*mesh_height, GL_UNSIGNED_BYTE, 4,
cudaGraphicsMapFlagsWriteDiscard, GL_STREAM_DRAW
);
// Define Camera Render Object (for view / scene browsing)
pangolin::OpenGlRenderState s_cam(
ProjectionMatrix(640,480,420,420,320,240,0.1,1000),
ModelViewLookAt(-0,2,-2, 0,0,0, AxisY)
);
const int UI_WIDTH = 180;
// Add named OpenGL viewport to window and provide 3D Handler
View& d_cam = pangolin::Display("cam")
.SetBounds(0.0, 1.0, Attach::Pix(UI_WIDTH), 1.0, -640.0f/480.0f)
.SetHandler(new Handler3D(s_cam));
// Add named Panel and bind to variables beginning 'ui'
// A Panel is just a View with a default layout and input handling
View& d_panel = pangolin::CreatePanel("ui")
.SetBounds(0.0, 1.0, 0.0, Attach::Pix(UI_WIDTH));
// Default hooks for exiting (Esc) and fullscreen (tab).
for(int frame=0; !pangolin::ShouldQuit(); ++frame)
{
static double time = 0;
static Var<double> delta("ui.time delta", 0.001, 0, 0.005);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
d_cam.Activate(s_cam);
glColor3f(1.0,1.0,1.0);
{
CudaScopedMappedPtr var(vertex_array);
CudaScopedMappedPtr car(colour_array);
launch_kernel((float4*)*var,(uchar4*)*car,mesh_width,mesh_height,time);
time += delta;
}
pangolin::RenderVboCbo(vertex_array, colour_array);
// Swap frames and Process Events
pangolin::FinishFrame();
}
return 0;
}