//Render the phantom based on the vertex representation defined at the top
void RenderUtils::RenderPhantom(glm::uvec2 eyeSize){
  InitVAO();
  glEnable(GL_PROGRAM_POINT_SIZE);
  glPointSize(20);
  // This will identify our vertex buffer  
  GLuint vertexbuffer;
  // Generate 1 buffer, put the resulting identifier in vertexbuffer
  glGenBuffers(1, &vertexbuffer);
 // The following commands will talk about our 'vertexbuffer' buffer
  glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
  // Give our vertices to OpenGL.
  glBufferData(GL_ARRAY_BUFFER, sizeof(g_phantom_buffer_data), g_phantom_buffer_data, GL_STATIC_DRAW); 
  glEnableVertexAttribArray(0); 
  glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
  //std::cout << "checked" << std::endl;
  glVertexAttribPointer(
 			0,
 			3,
 			GL_FLOAT,
 			GL_FALSE,
 			0,
 			(void*)0
 			);
  //glRotatef(45,0.0f,0.0f,1.0f);
  glDrawArrays(GL_POINTS, 0, 1);
  glDisableVertexAttribArray(0);
}
// Render the breadcrumb based on the vector generated and appended
// sequentially
void RenderUtils::RenderBreadCrumb(glm::uvec2 eyeSize){
  InitVAO();
  glEnable(GL_PROGRAM_POINT_SIZE);
  glPointSize(3);
  int start = 0;
  GLfloat g_breadcrumb_buffer_data[g_breadcrumb_buffer_dataVec.size()];
  std::copy(g_breadcrumb_buffer_dataVec.begin(),
	    g_breadcrumb_buffer_dataVec.end(),
	    g_breadcrumb_buffer_data);
  // This will identify our vertex buffer  
  GLuint vertexbuffer;
  // Generate 1 buffer, put the resulting identifier in vertexbuffer
  glGenBuffers(1, &vertexbuffer);
 // The following commands will talk about our 'vertexbuffer' buffer
  glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
  // Give our vertices to OpenGL.
  glBufferData(GL_ARRAY_BUFFER, sizeof(g_breadcrumb_buffer_data), g_breadcrumb_buffer_data, GL_DYNAMIC_DRAW); 
  glEnableVertexAttribArray(0); 
  glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
  glVertexAttribPointer(
 			0,
 			3,
 			GL_FLOAT,
 			GL_FALSE,
 			0,
 			(void*)0
 			);
  int n = g_breadcrumb_buffer_dataVec.size();
  if (n > 20)
    start = n - 20;	   
  glDrawArrays(GL_POINTS, 0, n);
  glDisableVertexAttribArray(0);
}
// Render Gantry based on the vertex representation defined at the top
void RenderUtils::RenderGantry(glm::uvec2 eyeSize, float angle, float x, float y){
  InitVAO();
  // This will identify our vertex buffer  
  GLuint vertexbuffer;
  // Generate 1 buffer, put the resulting identifier in vertexbuffer
  glGenBuffers(1, &vertexbuffer);
 // The following commands will talk about our 'vertexbuffer' buffer
  glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
  // Give our vertices to OpenGL.
  RotateObject(angle* PI / 180, x, y);
  glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_rotated_buffer_data), g_vertex_rotated_buffer_data, GL_STATIC_DRAW); 
  glEnableVertexAttribArray(0); 
  glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
  //std::cout << "checked" << std::endl;
  glVertexAttribPointer(
 			0,
 			3,
 			GL_FLOAT,
 			GL_FALSE,
 			0,
 			(void*)0
 			);
  //glRotatef(45,0.0f,0.0f,1.0f);
  glDrawArrays(GL_TRIANGLE_FAN, 0, 10);
  glDisableVertexAttribArray(0);
}
Exemple #4
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//====================================
// Setup/Init Stuff
//====================================
bool Init(int argc, char **argv){
    // Set window title to "Student Name: GPU Name"
    std::string deviceName;
    cudaDeviceProp deviceProp; 
    int gpudevice = 0;
    int device_count = 0;
    cudaGetDeviceCount(&device_count); 
    if(gpudevice > device_count){ 
        std::cout << "Error: GPU device number is greater than the number of devices!" << 
                     "Perhaps a CUDA-capable GPU is not installed?" << std::endl; 
        return false;
    } 
    cudaGetDeviceProperties(&deviceProp, gpudevice); 
    deviceName = deviceProp.name;
    deviceName = m_yourName + ": " + deviceProp.name;
    m_major = deviceProp.major;
    m_minor = deviceProp.minor;

    // Window setup stuff
#if _WIN32
	glutInit(&argc, argv);
	
	m_width = 800;
	m_height = 800;

	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA);
	glutInitWindowSize(m_width, m_height);
	m_window = glutCreateWindow(deviceName.c_str());
#else
    glfwSetErrorCallback(ErrorCallback);

    if (!glfwInit()){
        return false;
    }
    m_width = 800;
    m_height = 800;
    m_window = glfwCreateWindow(m_width, m_height, deviceName.c_str(), NULL, NULL);
    if (!m_window){
        glfwTerminate();
        return false;
    }
    glfwMakeContextCurrent(m_window);
    glfwSetKeyCallback(m_window, KeyCallback);
#endif

    glewExperimental = GL_TRUE;
    if(glewInit()!=GLEW_OK){
        return false;
    }

    // Init all of the things
    InitVAO();
    InitTextures();
    InitCuda();
    InitPBO(&m_pbo);

    GLuint passthroughProgram;
    passthroughProgram = InitShader();
    glUseProgram(passthroughProgram);
    glActiveTexture(GL_TEXTURE0);

    return true;
}