merged gui

This commit is contained in:
djaidjai committed 2025-01-11 16:05:35 +01:00
commit 7f63cbb5a4
14 files changed
+169 -76

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+13 -14
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@@ -5,6 +5,7 @@
#include <memory>
#include "Shader.h"
#include "input/Widget.h"
// TODO: Delete
@@ -39,9 +40,6 @@ int Window::init(float* data) {
this->window = glfwCreateWindow(this->w, this->h, "CUDA ray tracing", NULL, NULL);
//hide cursor // TODO: switch from this style input to something more resembling an actual gui
glfwSetInputMode(this->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetWindowUserPointer(this->window, reinterpret_cast<void*>(this));
if (this->window == NULL) {
std::cout << "Failed to create window\n";
@@ -64,6 +62,10 @@ int Window::init(float* data) {
if (init_quad(data)) return -1;
this->last_frame = std::chrono::steady_clock::now();
// init imGUI
this->widget = new Widget(this->window);
while (!glfwWindowShouldClose(window)) {
Window::tick();
}
@@ -95,9 +97,10 @@ int Window::init_quad(float* data) {
void Window::free(float* data) {
// To preserve the proper destruction order we forcefully set the quads to null (calling their destructor in the process)
// To preserve the proper destruction order we forcefully set pointers to null (calling their destructor in the process)
// Not strictly necessary, but i saw some weird errors on exit without this so best to keep it in.
this->quad = nullptr;
this->widget = nullptr;
cudaFree(data);
glfwDestroyWindow(window);
@@ -111,26 +114,22 @@ void Window::tick() {
float diff = (float) std::chrono::duration_cast<std::chrono::milliseconds>(now - this->last_frame).count();
this->last_frame = now;
// TODO: remove debug line at some point
std::cout << 1000.0/diff << " fps\n";
// TODO: code input logic and class/struct and stuff
// ticking input probably involves 4? steps:
// * check if window needs to be closed (escape/q pressed)
// * check if camera moved (wasd/hjkl pressed)
// (phase 3/do later): check if we switched from realtime tracing to that other option - maybe a pause function? (p pressed?)
// * if moved -> update camera (raytracing will involve some logic here too? see when i get there)
// input
this->widget->tick(1000.0/diff);
// tick render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
this->quad->render();
if (!this->widget->paused) this->quad->render();
this->shader->use();
glBindVertexArray(this->quad->VAO);
glBindTexture(GL_TEXTURE_2D, this->quad->tex);
glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture
// render ImGui context
this->widget->render();
// check for events
glfwSwapBuffers(this->window);
glfwPollEvents();
+2
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@@ -6,6 +6,7 @@
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <chrono>
#include "input/Widget.h"
class Window {
@@ -23,6 +24,7 @@ public:
private:
GLFWwindow* window;
std::unique_ptr<Quad> quad;
Widget* widget;
std::chrono::steady_clock::time_point last_frame;
+89
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@@ -0,0 +1,89 @@
#include "Widget.h"
#include "linalg/linalg.h"
#include "consts.h"
#include <cstdio>
#include <stdlib.h>
Widget::Widget(GLFWwindow* window) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
this->io = ImGui::GetIO();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init();
// this->cameraPos = Point3::init(50.0f, -50.0f, -75.0f); // Camera for partially trimmed data set
this->cameraPos = Point3::init(300.0f, 200.0f, -700.0f); // Camera for full data set
//
Vec3 h_center = Vec3::init((float)VOLUME_WIDTH/2.0f, (float)VOLUME_HEIGHT/2.0f, (float)VOLUME_DEPTH/2.0f);
this->cameraDir = (h_center - this->cameraPos).normalize();
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->paused = true;
this->renderOnce = false;
};
void Widget::tick(double fps) {
if (this->renderOnce) {
this->renderOnce = false;
this->paused = true;
}
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// input widgets
float min = -1, max = 1;
ImGui::Begin("Light Controls");
ImGui::DragScalar("X coordinate", ImGuiDataType_Double, &this->lightPos.x, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Y coordinate", ImGuiDataType_Double, &this->lightPos.y, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Z coordinate", ImGuiDataType_Double, &this->lightPos.z, 0.005f, &min, &max, "%.3f");
ImGui::End();
ImGui::Begin("Miscellaneous");
if (ImGui::Button(this->paused ? "Unpause" : "Pause")) this->paused = !this->paused;
ImGui::SameLine();
if (ImGui::Button("render Once")) {
this->paused = !this->paused;
this->renderOnce = true;
}
sprintf(this->fps, "%.3f fps\n", fps);
ImGui::Text(this->fps);
ImGui::End();
ImGui::Begin("Camera Controls");
ImGui::DragScalar("X position", ImGuiDataType_Double, &this->cameraPos.x, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Y position", ImGuiDataType_Double, &this->cameraPos.y, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Z position", ImGuiDataType_Double, &this->cameraPos.z, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("X direction", ImGuiDataType_Double, &this->cameraDir.x, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Y direction", ImGuiDataType_Double, &this->cameraDir.y, 0.005f, &min, &max, "%.3f");
ImGui::DragScalar("Z direction", ImGuiDataType_Double, &this->cameraDir.z, 0.005f, &min, &max, "%.3f");
ImGui::End();
copyToDevice();
}
void Widget::render() {
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void Widget::copyToDevice() {
cudaMemcpyToSymbol(&d_cameraPos, &this->cameraPos, sizeof(Point3));
cudaMemcpyToSymbol(&d_cameraDir, &this->cameraDir, sizeof(Vec3));
cudaMemcpyToSymbol(&d_lightPos, &this->lightPos, sizeof(Point3));
cudaMemcpyToSymbol(&d_backgroundColor, &this->bgColor, sizeof(Color3));
}
Widget::~Widget() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
free(this->fps);
}
+33
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@@ -0,0 +1,33 @@
#ifndef WIDGET_H
#define WIDGET_H
#include "../include/imgui/imgui.h"
#include "../include/imgui/backends/imgui_impl_glfw.h"
#include "../include/imgui/backends/imgui_impl_opengl3.h"
#include <GLFW/glfw3.h>
#include "linalg/linalg.h"
class Widget {
public:
Point3 cameraDir;
Vec3 cameraPos;
Point3 lightPos;
Color3 bgColor;
bool paused;
bool renderOnce;
char* fps;
ImGuiIO io;
void tick(double fps);
void render();
void copyToDevice();
Widget(GLFWwindow* window);
~Widget();
};
#endif // WIDGET_H
+1 -1
View File
@@ -9,4 +9,4 @@ void main()
{
vec3 col = texture(screenTexture, TexCoords).rgb;
FragColor = vec4(col, 1.0);
}
}
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