implemented controls

This commit is contained in:
Djairo Hougee 2025-01-11 15:20:39 +01:00
parent b3db9a7045
commit 884b53655b
15 changed files with 169 additions and 73 deletions

1
.gitignore vendored
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@ -3,6 +3,7 @@
# Build
build/
build_*/
*.o
# Data

3
.gitmodules vendored Normal file
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@ -0,0 +1,3 @@
[submodule "include/imgui"]
path = include/imgui
url = https://github.com/ocornut/imgui.git

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@ -14,11 +14,19 @@ file(GLOB_RECURSE SOURCE_FILES
${CMAKE_SOURCE_DIR}/src/*.cu)
# header files
file(GLOB_RECURSE HEADER_FILES
file(GLOB HEADER_FILES
${CMAKE_SOURCE_DIR}/src/*.h
${CMAKE_SOURCE_DIR}/src/*.hpp)
add_executable(${PROJECT_NAME} ${HEADER_FILES} ${SOURCE_FILES})
# imgui - note: could be done as a library as well but this was easier for now
file(GLOB IMGUI_FILES
${CMAKE_SOURCE_DIR}/include/imgui/*.h
${CMAKE_SOURCE_DIR}/include/imgui/*.cpp
${CMAKE_SOURCE_DIR}/include/imgui/backends/imgui_impl_glfw.*
${CMAKE_SOURCE_DIR}/include/imgui/backends/imgui_impl_opengl3.*)
include_directories(${CMAKE_SOURCE_DIR}/include/imgui)
add_executable(${PROJECT_NAME} ${HEADER_FILES} ${SOURCE_FILES} ${IMGUI_FILES})
# CUDA has specific architectures - set it to the system's architecture if available (or 70 by default)
set_target_properties(${PROJECT_NAME} PROPERTIES CUDA_ARCHITECTURES 70)

1
include/imgui Submodule

@ -0,0 +1 @@
Subproject commit 0b8ff4b2382d4bbd5c168b1a5373f86ea3145957

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@ -4,15 +4,3 @@ __device__ Point3 d_cameraPos;
__device__ Vec3 d_cameraDir;
__device__ Vec3 d_cameraUp;
__device__ Point3 d_lightPos;
Point3 h_cameraPos = Point3::init(-0.7, -1.0, -2.0);
Vec3 h_cameraDir = Vec3::init(0.4, 0.6, 1.0).normalize();
Vec3 h_cameraUp = Vec3::init(0.0, 1.0, 0.0).normalize();
Point3 h_lightPos = Point3::init(1.5, 2.0, -1.0);
void copyConstantsToDevice() {
cudaMemcpyToSymbol(d_cameraPos, &h_cameraPos, sizeof(Point3));
cudaMemcpyToSymbol(d_cameraDir, &h_cameraDir, sizeof(Vec3));
cudaMemcpyToSymbol(d_cameraUp, &h_cameraUp, sizeof(Vec3));
cudaMemcpyToSymbol(d_lightPos, &h_lightPos, sizeof(Point3));
}

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@ -9,6 +9,7 @@ const int VOLUME_WIDTH = 49;
const int VOLUME_HEIGHT = 51;
const int VOLUME_DEPTH = 42;
// TODO: replace with window->w and window->h
const int IMAGE_WIDTH = 800;
const int IMAGE_HEIGHT = 600;
@ -39,6 +40,6 @@ extern __device__ Vec3 d_cameraUp;
extern __device__ Point3 d_lightPos;
// --------------------------- Functions for handling external constants ---------------------------
void copyConstantsToDevice();
// void copyConstantsToDevice();
#endif // CONSTS_H

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@ -5,6 +5,7 @@
#include <memory>
#include "Shader.h"
#include "input/Widget.h"
Window::Window(unsigned int w, unsigned int h) {
this->w = w;
@ -28,9 +29,6 @@ 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";
@ -53,6 +51,10 @@ 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();
}
@ -79,8 +81,10 @@ void Window::free(float* data) {
// To preserve the proper destruction order we forcefully set the quads 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);
glfwTerminate();
}
@ -95,23 +99,23 @@ void Window::tick() {
// 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();
// 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();

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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;

77
src/gui/input/Widget.cpp Normal file
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@ -0,0 +1,77 @@
#include "Widget.h"
#include "linalg/linalg.h"
#include "consts.h"
Widget::Widget(GLFWwindow* window) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
this->io = ImGui::GetIO();
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init();
this->cameraDir = Vec3::init(0.4, 0.6, 1.0).normalize();
this->cameraPos = Point3::init(-0.7, -1.0, -2.0);
this->cameraUp = Vec3::init(0.0, 1.0, 0.0).normalize();
this->lightPos = Point3::init(1.5, 2.0, -1.0);
this->paused = true;
this->renderOnce = false;
};
void Widget::tick() {
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("Pause");
if (ImGui::Button(this->paused ? "Unpause" : "Pause")) this->paused = !this->paused;
if (ImGui::Button("render Once")) {
this->paused = !this->paused;
this->renderOnce = true;
}
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_cameraUp, &this->cameraUp, sizeof(Vec3));
cudaMemcpyToSymbol(&d_lightPos, &this->lightPos, sizeof(Point3));
}
Widget::~Widget() {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}

31
src/gui/input/Widget.h Normal file
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@ -0,0 +1,31 @@
#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;
Vec3 cameraUp;
Point3 lightPos;
bool paused;
bool renderOnce;
ImGuiIO io;
void tick();
void render();
void copyToDevice();
Widget(GLFWwindow* window);
~Widget();
};
#endif // WIDGET_H

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@ -0,0 +1,14 @@
#ifndef RENDERERINFO_H
#define RENDERERINFO_H
class rendererInfo {
public:
Vec3 cameraDir;
Vec3 cameraPos;
Vec3 lightPos;
RendererInfo();
void copyToDevice();
};
#endif // RENDERERINFO_H

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@ -10,7 +10,6 @@
#include <iostream>
#include "objs/sphere.h"
// TODO: instead of IMAGEWIDTH and IMAGEHEIGHT this should reflect the windowSize;
__global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer) {
int px = blockIdx.x * blockDim.x + threadIdx.x;
@ -148,9 +147,9 @@ void Raycaster::render() {
check_cuda_errors(cudaGraphicsMapResources(1, &this->resources));
check_cuda_errors(cudaGraphicsResourceGetMappedPointer((void**)&(this->fb->buffer), &(this->fb->buffer_size), resources));
// FIXME: might not be the best parallelization configuraiton
int tx = 16;
int ty = 16;
// FIXME: might not be the best parallelization configuration
int tx = 8;
int ty = 8;
dim3 threadSize(this->w / tx + 1, this->h / ty + 1);
dim3 blockSize(tx, ty);

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@ -1,7 +1,6 @@
#ifndef RAYCASTER_H
#define RAYCASTER_H
// #include "Camera.h"
#include "cuda_runtime.h"
#include "FrameBuffer.h"
#include "linalg/linalg.h"
@ -12,9 +11,6 @@ __global__ void raycastKernel(float* volumeData, unsigned char* framebuffer);
struct Raycaster {
// thrust::device_ptr<Camera*> d_camera;
// CameraInfo camera_info;
cudaGraphicsResource_t resources;
FrameBuffer* fb;
float* data;

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@ -14,10 +14,15 @@
static float* d_volume = nullptr;
// FIXME: segfaults on window resize - the raycasting function should work with window->w and window-h instead of constants.
// TODO: general
// * pass camera_info to the raycasting function - updated according to glfw.
// * on that note, code for handling input (mouse movement certainly, possibly free input / 4 pre-coded views, q/esc to quit, space for pause (would be were the 'simple' render idea would come in))
// * very similarly - actual code for loading new data as the simulation progresses - right now its effectively a static image loader
// * very similarly - actual code for loading new data as the simulation progresses - right now its effectively a static image loader * pause button once that dataloading is implemented
// * save frames to file while running program -> then export to gif on close.
// * time controls - arbitrary skipping to specified point (would require some changes to gpubuffer) (could have)
// * transfer function -> move the code in raycastkernel to its own class and add silhouette detection here as well.
void getTemperature(std::vector<float>& temperatureData, int idx = 0) {
std::string path = "data/trimmed";
@ -78,46 +83,12 @@ int main() {
cudaMalloc((void**)&d_volume, volumeSize);
cudaMemcpy(d_volume, hostVolume, volumeSize, cudaMemcpyHostToDevice);
// Allocate framebuffer
// unsigned char* d_framebuffer;
// size_t fbSize = IMAGE_WIDTH * IMAGE_HEIGHT * 3 * sizeof(unsigned char);
// cudaMalloc((void**)&d_framebuffer, fbSize);
// cudaMemset(d_framebuffer, 0, fbSize);
// Copy external constants from consts.h to cuda
copyConstantsToDevice();
// NOTE: this is done within the rayTracer class
// // Launch kernel
// dim3 blockSize(16, 16);
// dim3 gridSize((IMAGE_WIDTH + blockSize.x - 1)/blockSize.x,
// (IMAGE_HEIGHT + blockSize.y - 1)/blockSize.y);
//
// raycastKernel<<<gridSize, blockSize>>>(
// d_volume,
// d_framebuffer
// );
// cudaDeviceSynchronize();
// Create the GUI
Window window(IMAGE_WIDTH, IMAGE_HEIGHT);
int out = window.init(d_volume);
// memory management
cudaFree(d_volume);
// // Copy framebuffer back to CPU
// unsigned char* hostFramebuffer = new unsigned char[IMAGE_WIDTH * IMAGE_HEIGHT * 3];
// cudaMemcpy(hostFramebuffer, d_framebuffer, fbSize, cudaMemcpyDeviceToHost);
//
// // Export image
// saveImage("output.ppm", hostFramebuffer, IMAGE_WIDTH, IMAGE_HEIGHT);
//
// // Cleanup //TODO: cleanup properly
delete[] hostVolume;
// delete[] hostFramebuffer;
// cudaFree(d_volume);
// cudaFree(d_framebuffer);
//
// std::cout << "Phong-DVR rendering done. Image saved to output.ppm" << std::endl;
// return 0;
return out;
}