Merge branch 'finding-sany2' into gui

This commit is contained in:
2025-01-20 13:26:07 +01:00
13 changed files with 148 additions and 29 deletions

View File

@@ -7,6 +7,7 @@
#include "Shader.h"
#include "input/Widget.h"
#include "cuda_error.h"
Window::Window(unsigned int w, unsigned int h) {
@@ -98,6 +99,7 @@ void Window::free(float* data) {
void Window::tick() {
std::cout << "tick tick\n";
// manually track time diff
std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
float diff = (float) std::chrono::duration_cast<std::chrono::milliseconds>(now - this->last_frame).count();
@@ -111,6 +113,7 @@ void Window::tick() {
this->widget->dateChanged = false;
}
std::cout << "setting tick render\n";
// tick render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
@@ -138,11 +141,14 @@ void Window::tick() {
glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture
// render ImGui context
std::cout << "rendering\n";
this->widget->render();
std::cout << "done rendering\n";
// check for events
glfwSwapBuffers(this->window);
glfwPollEvents();
std::cout << "done tick tick\n";
}

View File

@@ -83,6 +83,7 @@ void Quad::cuda_init(float* data) {
void Quad::render() {
check_cuda_errors(cudaGetLastError());
glBindTexture(GL_TEXTURE_2D, 0);
this->renderer->render();
glBindTexture(GL_TEXTURE_2D, this->tex);

View File

@@ -4,6 +4,7 @@
#include <cstdio>
#include <stdlib.h>
#include <ctime>
#include <iostream>
// probably not the cleanest way to do this but it works
void parseDate(char* string, int dayOfYear) {
@@ -53,7 +54,7 @@ Widget::Widget(GLFWwindow* window) :
opacityK(0),
sigmoidShift(0.5f),
sigmoidExp(-250.0f),
tfComboSelected(0),
tfComboSelected(2),
dateChanged(false),
paused(true),
renderOnce(false),
@@ -62,8 +63,8 @@ Widget::Widget(GLFWwindow* window) :
samplesPerPixel(1),
alphaAcumLimit(0.4f),
opacityConst(100),
showSilhouettes(true),
silhouettesThreshold(0.2f)
showSilhouettes(false),
silhouettesThreshold(0.02f)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
@@ -72,6 +73,15 @@ Widget::Widget(GLFWwindow* window) :
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init();
this->cameraPos = Point3::init(59.0f, 77.5f, -18.0f); // Camera for partially trimmed data set
this->pitch = 0.7;
this->yaw = 4.85;
this->roll = -0.010;
this->cameraDir = Vec3::getDirectionFromEuler(pitch, yaw, roll);
this->bgColor = Color3::init(0.1f, 0.1f, 0.1f);
this->lightPos = Point3::init(1.5, 2.0, -1.0);
this->fps = (char*)malloc(512*sizeof(char));
this->dateString = (char*)malloc(512*sizeof(char));
sprintf(this->dateString, "January 1st");
@@ -84,6 +94,7 @@ Widget::Widget(GLFWwindow* window) :
// TODO: can be marginally improved by only copying changed values to device - however we're dealing with individual floats here so i dont think the benefit would be all that obvious.
// TODO: wrap basically all ImGui calls in if statements; better form + allows for checking return values / errors.
void Widget::tick(double fps) {
if (this->renderOnce) {
this->renderOnce = false;
this->paused = true;
@@ -169,12 +180,23 @@ void Widget::tick(double fps) {
ImGui::DragScalar("X position", ImGuiDataType_Double, &this->cameraPos.x, 0.5f, &min, &max, "%.3f");
ImGui::DragScalar("Y position", ImGuiDataType_Double, &this->cameraPos.z, 0.5f, &min, &max, "%.3f");
ImGui::DragScalar("Z position", ImGuiDataType_Double, &this->cameraPos.y, 0.5f, &min, &max, "%.3f");
ImGui::DragScalar("X direction", ImGuiDataType_Double, &this->cameraDir.x, 0.005f, &min, &max, "%.3f"); // TODO: should wrap around once fully rotated
ImGui::DragScalar("Y direction", ImGuiDataType_Double, &this->cameraDir.z, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Z direction", ImGuiDataType_Double, &this->cameraDir.y, 0.005f, &min, &max, "%.3f");
// ImGui::DragScalar("X direction", ImGuiDataType_Double, &this->cameraDir.x, 0.005f, &min, &max, "%.3f"); // TODO: should wrap around once fully rotated
// ImGui::DragScalar("Y direction", ImGuiDataType_Double, &this->cameraDir.z, 0.005f, &min, &max, "%.3f");
// ImGui::DragScalar("Z direction", ImGuiDataType_Double, &this->cameraDir.y, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Pitch", ImGuiDataType_Double, &this->pitch, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Yaw", ImGuiDataType_Double, &this->yaw, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Roll", ImGuiDataType_Double, &this->roll, 0.005f, &min, &max, "%.3f");
if (ImGui::Button("Reset camera")) resetCamera();
ImGui::End();
this->cameraDir.setDirectionFromEuler(pitch, yaw, roll);
// Calculate upCamera
Vec3 arbitraryVector = Vec3::init(1, 0, 0);
cameraUp = arbitraryVector.cross(cameraDir);
cameraUp.normalize();
cameraUp.rotateAroundAxis(cameraDir, roll);
copyToDevice();
}
@@ -198,6 +220,7 @@ void Widget::resetLight() {
void Widget::copyToDevice() {
cudaMemcpyToSymbol(&d_cameraPos, &this->cameraPos, sizeof(Point3));
cudaMemcpyToSymbol(&d_cameraUp, &this->cameraUp, sizeof(Point3));
cudaMemcpyToSymbol(&d_cameraDir, &this->cameraDir, sizeof(Vec3));
cudaMemcpyToSymbol(&d_lightPos, &this->lightPos, sizeof(Point3));
cudaMemcpyToSymbol(&d_backgroundColor, &this->bgColor, sizeof(Color3));

View File

@@ -24,6 +24,8 @@ private:
// camera controls
Point3 cameraDir;
Vec3 cameraPos;
double pitch, yaw, roll;
Vec3 cameraUp;
// simulation cotnrols
bool renderOnce;