fix: stuff not actually rendering (pretty important)
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d5a426e0c5
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ff7638a245
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@ -13,7 +13,7 @@ const int IMAGE_WIDTH = 800;
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const int IMAGE_HEIGHT = 600;
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const double epsilon = 1e-10f;
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const double infty = 1e15f; // This vlalue is used to represent missing values in data
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const double infty = 1e15f; // This value is used to represent missing values in data
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// --------------------------- Raycasting Constants ---------------------------
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@ -70,6 +70,7 @@ int Window::init_quad(float* data) {
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this->shader = std::make_unique<Shader>("./shaders/vertshader.glsl", "./shaders/fragshader.glsl");
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this->shader->use();
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glUniform1i(glGetUniformLocation(this->shader->ID, "currentFrameTex"), 0);
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return 0;
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}
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@ -105,11 +106,6 @@ void Window::tick() {
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// render frame
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glBindFramebuffer(GL_FRAMEBUFFER, this->current_quad->fb);
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this->current_quad->render();
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this->shader->use();
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glBindVertexArray(this->current_quad->VAO);
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@ -117,12 +113,9 @@ void Window::tick() {
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glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture
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// check for events
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// + swap buffers; TODO: check if necessary?
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glfwSwapBuffers(this->window);
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glfwPollEvents();
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std::cout << "done ticking\n";
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}
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void Window::resize(unsigned int w, unsigned int h) {
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@ -12,7 +12,7 @@ class Window {
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public:
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unsigned int w;
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unsigned int h;
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float* data; //TODO: dynamic data loading
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float* data;
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Window(unsigned int w, unsigned int h);
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@ -67,7 +67,7 @@ Quad::Quad(unsigned int w, unsigned int h) {
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void Quad::make_fbo(){
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glGenFramebuffers(1, &fb);
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glBindFramebuffer(GL_FRAMEBUFFER, fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, this->tex, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -85,8 +85,8 @@ void Quad::cuda_init(float* data) {
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void Quad::render() {
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glBindTexture(GL_TEXTURE_2D, 0);
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this->renderer->render();
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->PBO);
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glBindTexture(GL_TEXTURE_2D, this->tex);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->PBO);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, this->w, this->h, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
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};
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@ -2,11 +2,7 @@
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#include "linalg/linalg.h"
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__host__ FrameBuffer::FrameBuffer(unsigned int w, unsigned int h) : w(w), h(h) {
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this->buffer_size = w*h*sizeof(unsigned int);
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cudaMalloc((void**)&this->buffer, this->buffer_size);
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cudaMemset(this->buffer, 0, this->buffer_size);
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}
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__host__ FrameBuffer::FrameBuffer(unsigned int w, unsigned int h) : w(w), h(h) {}
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__device__ void FrameBuffer::writePixel(int x, int y, float r, float g, float b) {
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int i = y * this->w + x;
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@ -14,6 +14,11 @@
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static float* d_volume = nullptr;
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// TODO: general
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// * pass camera_info to the raycasting function - updated according to glfw.
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// * 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))
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// * very similarly - actual code for loading new data as the simulation progresses - right now its effectively a static image loader
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//
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void getTemperature(std::vector<float>& temperatureData, int idx = 0) {
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std::string path = "data/trimmed";
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