#include "ImageGen.h" ImageGen::ImageGen(glm::uvec2 res) : _res(res) { _glResultBuffer = _createGlResultBuffer(_res.x * _res.y); _glResultTexture = _createGlResultTexture(_res); } void ImageGen::run(sptr> colors) { // Copy result from Cuda array to OpenGL buffer glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _glResultBuffer); void *bufferData = glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY); cudaMemcpy(bufferData, colors->getBuffer(), colors->size(), cudaMemcpyDeviceToHost); glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); // Upload data from OpenGL buffer to texture glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _glResultBuffer); glBindTexture(GL_TEXTURE_2D, _glResultTexture); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _res.x, _res.y, GL_RGBA, GL_FLOAT, 0); glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } GLuint ImageGen::_createGlResultTexture(glm::uvec2 res) { GLuint textureID; glEnable(GL_TEXTURE_2D); glGenTextures(1, &textureID); glBindTexture(GL_TEXTURE_2D, textureID); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, res.x, res.y, 0, GL_RGBA, GL_FLOAT, nullptr); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); return textureID; } GLuint ImageGen::_createGlResultBuffer(uint elements) { GLuint glBuffer; glGenBuffers(1, &glBuffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glBuffer); glBufferData(GL_PIXEL_UNPACK_BUFFER, elements * sizeof(glm::vec4), nullptr, GL_STREAM_DRAW); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); return glBuffer; }