improved camera controls

This commit is contained in:
Robin 2025-01-19 22:14:38 +01:00
parent 9352a30bdf
commit bae68db6b8
6 changed files with 66 additions and 9 deletions

View File

@ -92,6 +92,7 @@ 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();
@ -100,10 +101,12 @@ void Window::tick() {
// input
this->widget->tick(1000.0/diff);
std::cout << "setting tick render\n";
// tick render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
std::cout << "blabla\n";
if (!this->widget->paused) this->quad->render();
this->shader->use();
glBindVertexArray(this->quad->VAO);
@ -111,11 +114,14 @@ 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

@ -3,6 +3,7 @@
#include "consts.h"
#include <cstdio>
#include <stdlib.h>
#include <iostream>
Widget::Widget(GLFWwindow* window) {
@ -13,9 +14,17 @@ Widget::Widget(GLFWwindow* window) {
ImGui_ImplGlfw_InitForOpenGL(window, true);
ImGui_ImplOpenGL3_Init();
this->cameraPos = Point3::init(64.0f, 42.5f, 250.0f); // Camera for partially trimmed data set
// this->cameraPos = Point3::init(64.0f, 42.5f, 250.0f); // Camera for partially trimmed data set
this->cameraPos = Point3::init(59.0f, 77.5f, -18.0f); // Camera for partially trimmed data set
// this->cameraPos = Point3::init(300.0f, 200.0f, -700.0f); // Camera for full data set
this->cameraDir = Point3::init(0.074f, -0.301f, -2.810f);
// this->pitch = -1.7;
// this->yaw = 1.475;
// this->roll = 0;
this->pitch = 0.7;
this->yaw = 4.85;
this->roll = -0.010;
this->cameraDir = Vec3::getDirectionFromEuler(pitch, yaw, roll);
// this->cameraDir = Point3::init(0.074f, -0.301f, -2.810f);
// 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();
@ -119,11 +128,22 @@ 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");
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");
// 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");
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();
}
@ -134,6 +154,7 @@ void Widget::render() {
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

@ -9,8 +9,10 @@
class Widget {
public:
Point3 cameraDir;
Vec3 cameraPos;
double pitch, yaw, roll;
Vec3 cameraUp;
Vec3 cameraDir;
Point3 cameraPos;
Point3 lightPos;
Color3 bgColor; // TODO: widget

View File

@ -38,7 +38,7 @@ __global__ void raycastKernel(float* volumeData, FrameBuffer framebuffer, const
u *= tanHalfFov;
v *= tanHalfFov;
// Find ray direction
Vec3 cameraRight = (d_cameraDir.cross(d_cameraUp)).normalize();
d_cameraUp = (cameraRight.cross(d_cameraDir)).normalize();
Vec3 rayDir = (d_cameraDir + cameraRight*u + d_cameraUp*v).normalize();

View File

@ -111,7 +111,8 @@ __device__ float4 transferFunction(float density, const Vec3& grad, const Point3
result.x = 0.0f;
result.y = 0.0f;
result.z = 0.0f;
result.w = alpha;
// result.w = alpha;
result.w = d_opacityConst;
}
return result;

View File

@ -31,6 +31,33 @@ struct Vec3 {
__host__ __device__ Vec3 cross(const Vec3& b) const { return Vec3::init(y * b.z - z * b.y, z * b.x - x * b.z, x * b.y - y * b.x); }
__host__ __device__ Vec3 normalize() const { double len = sqrt(x * x + y * y + z * z); return Vec3::init(x / len, y / len, z / len); }
__host__ __device__ double length() const { return sqrt(x * x + y * y + z * z); }
__host__ __device__ void setDirectionFromEuler(double pitch, double yaw, double roll) {
// Compute the direction vector using the Euler angles in radians
double cosPitch = cos(pitch);
double sinPitch = sin(pitch);
double cosYaw = cos(yaw);
double sinYaw = sin(yaw);
// Direction vector components
x = cosPitch * cosYaw;
y = cosPitch * sinYaw;
z = sinPitch;
}
static __host__ __device__ Vec3 getDirectionFromEuler(double pitch, double yaw, double roll) {
Vec3 v = Vec3::init(1,0,0);
v.setDirectionFromEuler(pitch, yaw, roll);
return v;
}
__host__ __device__ void rotateAroundAxis(const Vec3& axis, double angle) {
double cosA = cos(angle);
double sinA = sin(angle);
Vec3 rotated = *this * cosA + axis.cross(*this) * sinA + axis * axis.dot(*this) * (1 - cosA);
*this = rotated;
}
};
typedef Vec3 Point3;