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main.cpp
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370 lines (294 loc) · 9.77 KB
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// CIS565 CUDA Rasterizer: A simple rasterization pipeline for Patrick Cozzi's CIS565: GPU Computing at the University of Pennsylvania
// Written by Yining Karl Li, Copyright (c) 2012 University of Pennsylvania
#include "main.h"
#include "glm/gtc/matrix_transform.hpp"
//-------------------------------
//-------------MAIN--------------
//-------------------------------
int main(int argc, char** argv){
/*
bool loadedScene = false;
for(int i=1; i<argc; i++){
string header; string data;
istringstream liness(argv[i]);
getline(liness, header, '='); getline(liness, data, '=');
if(strcmp(header.c_str(), "mesh")==0){
//renderScene = new scene(data);
mesh = new obj();
objLoader* loader = new objLoader(data, mesh);
mesh->buildVBOs();
delete loader;
loadedScene = true;
}
}
*/
// Initialize the model
bool loadedScene = false;
string data = std::string("C:\\\\Users\\Dave\\Documents\\Github\\Project4-Rasterizer\\objs\\cow.obj");
mesh = new obj();
objLoader* loader = new objLoader(data, mesh);
mesh->buildVBOs();
delete loader;
loadedScene = true;
if(!loadedScene){
cout << "Usage: mesh=[obj file]" << endl;
return 0;
}
// Initialize the camera
camera_distance = 3.0f;
camera_phi = PI/2.0f;
camera_theta = 3.0f*PI/2.0f;
// Initialize the MVP matrix
glm::mat4 model = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f)) * glm::scale(glm::mat4(), glm::vec3(1.0f));
glm::vec3 eye(camera_distance*sin(camera_phi)*cos(camera_theta), camera_distance*cos(camera_phi), camera_distance*sin(camera_phi)*sin(camera_theta));
glm::vec3 origin(0.0f, 0.0f, 0.0f);
glm::vec3 up(0.0f, 1.0f, 0.0f);
glm::mat4 view = glm::lookAt(eye, origin, up);
glm::mat4 projection = glm::perspective(45.0f, (float)(width / height), 0.1f, 100.0f);
mvp = projection * view * model;
// Initialize the light source (undirected)
light.origin = glm::vec3(-15.0f, -15.0f, -15.0f);
light.color = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec4 light_temp = mvp*glm::vec4(light.origin, 1.0f);
light.origin.x = light_temp.x/light_temp.w;
light.origin.y = light_temp.y/light_temp.w;
light.origin.z = light_temp.z/light_temp.w;
frame = 0;
seconds = time (NULL);
fpstracker = 0;
// Launch CUDA/GL
if (init(argc, argv)) {
// GLFW main loop
mainLoop();
}
return 0;
}
void mainLoop() {
while(!glfwWindowShouldClose(window)){
glfwPollEvents();
runCuda();
time_t seconds2 = time (NULL);
if(seconds2-seconds >= 1){
fps = fpstracker/(seconds2-seconds);
fpstracker = 0;
seconds = seconds2;
}
string title = "CIS565 Rasterizer | " + utilityCore::convertIntToString((int)fps) + " FPS";
glfwSetWindowTitle(window, title.c_str());
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
glBindTexture(GL_TEXTURE_2D, displayImage);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glClear(GL_COLOR_BUFFER_BIT);
// VAO, shader program, and texture already bound
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
glfwSwapBuffers(window);
}
glfwDestroyWindow(window);
glfwTerminate();
}
//-------------------------------
//---------RUNTIME STUFF---------
//-------------------------------
void runCuda(){
// Map OpenGL buffer object for writing from CUDA on a single GPU
// No data is moved (Win & Linux). When mapped to CUDA, OpenGL should not use this buffer
dptr=NULL;
vbo = mesh->getVBO();
vbosize = mesh->getVBOsize();
float newcbo[] = {0.0, 1.0, 0.0,
0.0, 0.0, 1.0,
1.0, 0.0, 0.0};
cbo = newcbo;
cbosize = 9;
ibo = mesh->getIBO();
ibosize = mesh->getIBOsize();
nbo = mesh->getNBO();
nbosize = mesh->getNBOsize();
// Update the MVP matrix
glm::mat4 model = glm::translate(glm::mat4(), glm::vec3(0.0f, 0.0f, 0.0f)) * glm::scale(glm::mat4(), glm::vec3(1.0f));
glm::vec3 eye(camera_distance*sin(camera_phi)*cos(camera_theta), camera_distance*cos(camera_phi), camera_distance*sin(camera_phi)*sin(camera_theta));
glm::vec3 origin(0.0f, 0.0f, 0.0f);
glm::vec3 up(0.0f, 1.0f, 0.0f);
glm::mat4 view = glm::lookAt(eye, origin, up);
glm::mat4 projection = glm::perspective(45.0f, (float)(width / height), 0.1f, 100.0f);
mvp = projection * view * model;
cudaGLMapBufferObject((void**)&dptr, pbo);
cudaRasterizeCore(dptr, glm::vec2(width, height), frame, light, vbo, vbosize, cbo, cbosize, ibo, ibosize, nbo, nbosize, mvp);
cudaGLUnmapBufferObject(pbo);
vbo = NULL;
cbo = NULL;
ibo = NULL;
nbo = NULL;
frame++;
fpstracker++;
}
//-------------------------------
//----------SETUP STUFF----------
//-------------------------------
bool init(int argc, char* argv[]) {
glfwSetErrorCallback(errorCallback);
if (!glfwInit()) {
return false;
}
width = 800;
height = 800;
window = glfwCreateWindow(width, height, "CIS 565 Pathtracer", NULL, NULL);
if (!window){
glfwTerminate();
return false;
}
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window, keyCallback);
glfwSetMouseButtonCallback(window, (GLFWmousebuttonfun)mouseButtonCallback);
glfwSetCursorPosCallback(window, (GLFWcursorposfun)mousePositionCallback);
glfwSetScrollCallback(window, (GLFWscrollfun)mouseScrollCallback);
// Set up GL context
glewExperimental = GL_TRUE;
if(glewInit()!=GLEW_OK){
return false;
}
// Initialize other stuff
initVAO();
initTextures();
initCuda();
initPBO();
GLuint passthroughProgram;
passthroughProgram = initShader();
glUseProgram(passthroughProgram);
glActiveTexture(GL_TEXTURE0);
return true;
}
void initPBO(){
// set up vertex data parameter
int num_texels = width*height;
int num_values = num_texels * 4;
int size_tex_data = sizeof(GLubyte) * num_values;
// Generate a buffer ID called a PBO (Pixel Buffer Object)
glGenBuffers(1, &pbo);
// Make this the current UNPACK buffer (OpenGL is state-based)
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo);
// Allocate data for the buffer. 4-channel 8-bit image
glBufferData(GL_PIXEL_UNPACK_BUFFER, size_tex_data, NULL, GL_DYNAMIC_COPY);
cudaGLRegisterBufferObject(pbo);
}
void initCuda(){
// Use device with highest Gflops/s
cudaGLSetGLDevice(0);
// Clean up on program exit
atexit(cleanupCuda);
}
void initTextures(){
glGenTextures(1, &displayImage);
glBindTexture(GL_TEXTURE_2D, displayImage);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_BGRA,
GL_UNSIGNED_BYTE, NULL);
}
void initVAO(void){
GLfloat vertices[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f,
};
GLfloat texcoords[] =
{
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
GLushort indices[] = { 0, 1, 3, 3, 1, 2 };
GLuint vertexBufferObjID[3];
glGenBuffers(3, vertexBufferObjID);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)positionLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(positionLocation);
glBindBuffer(GL_ARRAY_BUFFER, vertexBufferObjID[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_STATIC_DRAW);
glVertexAttribPointer((GLuint)texcoordsLocation, 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(texcoordsLocation);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vertexBufferObjID[2]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
}
GLuint initShader() {
const char *attribLocations[] = { "Position", "Tex" };
GLuint program = glslUtility::createDefaultProgram(attribLocations, 2);
GLint location;
glUseProgram(program);
if ((location = glGetUniformLocation(program, "u_image")) != -1)
{
glUniform1i(location, 0);
}
return program;
}
//-------------------------------
//---------CLEANUP STUFF---------
//-------------------------------
void cleanupCuda(){
if(pbo) deletePBO(&pbo);
if(displayImage) deleteTexture(&displayImage);
}
void deletePBO(GLuint* pbo){
if (pbo) {
// unregister this buffer object with CUDA
cudaGLUnregisterBufferObject(*pbo);
glBindBuffer(GL_ARRAY_BUFFER, *pbo);
glDeleteBuffers(1, pbo);
*pbo = (GLuint)NULL;
}
}
void deleteTexture(GLuint* tex){
glDeleteTextures(1, tex);
*tex = (GLuint)NULL;
}
void shut_down(int return_code){
kernelCleanup();
cudaDeviceReset();
#ifdef __APPLE__
glfwTerminate();
#endif
exit(return_code);
}
//------------------------------
//-------GLFW CALLBACKS---------
//------------------------------
void errorCallback(int error, const char* description){
fputs(description, stderr);
}
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods){
if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS){
glfwSetWindowShouldClose(window, GL_TRUE);
}
}
void mouseButtonCallback(GLFWwindow* window, int button, int action) {
if (button == GLFW_MOUSE_BUTTON_LEFT) {
mouse_pressed = (action == GLFW_PRESS) ? true : false;
if (!mouse_pressed) {
x_last = -1;
y_last = -1;
}
}
}
void mousePositionCallback(GLFWwindow* window, double x, double y) {
if (mouse_pressed) {
if (x_last == -1) {
x_last = x;
y_last = y;
return;
}
camera_theta -= (x-x_last)*0.0005;
camera_phi += (y - y_last)*0.0005;
if (camera_phi <= 0.0005f) {
camera_phi = 0.0005f;
} else if (camera_phi >= PI-0.0005f) {
camera_phi = PI-0.0005f;
}
}
}
void mouseScrollCallback(GLFWwindow* window, double xoffset, double yoffset) {
camera_distance -= yoffset*0.1f;
}