#include "Widget.h" #include "linalg/linalg.h" #include "consts.h" #include #include #include Widget::Widget(GLFWwindow* window) { IMGUI_CHECKVERSION(); ImGui::CreateContext(); this->io = ImGui::GetIO(); 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(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->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(); // Vec3 h_center = Vec3::init((float)VOLUME_WIDTH, (float)VOLUME_HEIGHT, (float)VOLUME_DEPTH); // 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; this->samplesPerPixel = 1; this->opacityK = 0; this->sigmoidShift = 0.5f; this->sigmoidExp = -250.0f; this->alphaAcumLimit = 0.4f; this->tfComboSelected = 2; this->tfComboSelectedColor = 0; this->opacityConst = 100; this->showSilhouettes = false; this->silhouettesThreshold = 0.02f; this->levoyFocus = 0.5; this->levoyWidth = 1; this->specularStrength = 0.5; this->shininess = 32; }; // REFACTOR: should probably not have all the logic in one function; something like a list of ImplementedWidgets with each a Render() function (a la interface) would be better. // 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; } ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); // input widgets float min = -1, max = 1; ImGui::Begin("Transfer Function Controls"); ImGui::DragFloat("Specular Strength", &this->specularStrength, 0.01f, 0.0f, 1.0f, "%.2f"); ImGui::DragInt("Shininess", &this->shininess, 1, 1, 64, "%d", ImGuiSliderFlags_AlwaysClamp); ImGui::DragInt("Grad. exp. (log [1e-10, 1])", &this->opacityK, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); ImGui::DragFloat("Sig. shift", &this->sigmoidShift, 0.01f, 0.0f, 1.0f, "%.2f"); ImGui::InputFloat("Sig. sxp", &this->sigmoidExp, 10.0f, 100.0f, "%.0f"); ImGui::DragFloat("Alpha accum. limit", &this->alphaAcumLimit, 0.01f, 0.0f, 1.0f, "%.2f"); ImGui::DragInt("Opacity const. (log [1e-5, 1])", &this->opacityConst, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); ImGui::DragFloat("Levoy Width", &this->levoyWidth, 0.01f, 0.0f, 100.0f, "%.2f"); // ImGui::DragFloat("Levoy Focus", &this->levoyFocus, 0.01f, 250.0f, 350.0f, "%.2f"); ImGui::DragFloat("Levoy Focus", &this->levoyFocus, 0.01f, 0.0f, 1.0f, "%.2f"); // the items[] contains the entries for the combobox. The selected index is stored as an int on this->tfComboSelected // the default entry is set in the constructor, so if you want that to be a specific entry just change it // whatever value is selected here is available on the gpu as d_tfComboSelected. const char* items[] = {"Opacity - gradient", "Opacity - sigmoid", "Opacity - constant", "Opacity - levoy"}; if (ImGui::BeginCombo("Transfer function", items[this->tfComboSelected])) { // std::cout << "hello???\n"; for (int n = 0; n < IM_ARRAYSIZE(items); n++) { // std::cout << "letsssssa a asdfa???\n"; const bool is_selected = (this->tfComboSelected == n); if (ImGui::Selectable(items[n], is_selected)) this->tfComboSelected = n; if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } // Same comments as above apply const char* items2[] = {"Python-like", "BPR", "Greyscale", "..."}; if (ImGui::BeginCombo("Color map", items2[this->tfComboSelectedColor])) { for (int n = 0; n < IM_ARRAYSIZE(items2); n++) { const bool is_selected = (this->tfComboSelectedColor == n); if (ImGui::Selectable(items2[n], is_selected)) this->tfComboSelectedColor = n; if (is_selected) ImGui::SetItemDefaultFocus(); } ImGui::EndCombo(); } if (ImGui::Button(this->showSilhouettes ? "Hide Silhouettes" : "Show Silhouettes")) this->showSilhouettes = !this->showSilhouettes; ImGui::DragFloat("Silhouettes threshold", &this->silhouettesThreshold, 0.001f, 0.0f, 0.5f, "%.3f"); ImGui::End(); ImGui::Begin("Light Controls"); ImGui::DragScalar("X coordinate", ImGuiDataType_Double, &this->lightPos.x, 0.5f, &min, &max, "%.3f"); ImGui::DragScalar("Y coordinate", ImGuiDataType_Double, &this->lightPos.z, 0.5f, &min, &max, "%.3f"); ImGui::DragScalar("Z coordinate", ImGuiDataType_Double, &this->lightPos.y, 0.5f, &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("%s", this->fps); ImGui::DragInt("Samples per pixel", &this->samplesPerPixel, 1, 1, 16, "%d", ImGuiSliderFlags_AlwaysClamp); ImGui::End(); ImGui::Begin("Camera Controls"); 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("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(); } void Widget::render() { ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } 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)); cudaMemcpyToSymbol(&d_samplesPerPixel, &this->samplesPerPixel, sizeof(int)); // cudaMemcpyToSymbol(&d_opacityK, &this->opacityK, sizeof(float)); this->opacityKReal = std::pow(10.0f, (-10 + 0.1 * this->opacityK)); cudaMemcpyToSymbol(&d_opacityK, &this->opacityKReal, sizeof(float)); cudaMemcpyToSymbol(&d_sigmoidShift, &this->sigmoidShift, sizeof(float)); cudaMemcpyToSymbol(&d_sigmoidExp, &this->sigmoidExp, sizeof(float)); cudaMemcpyToSymbol(&d_alphaAcumLimit, &this->alphaAcumLimit, sizeof(float)); cudaMemcpyToSymbol(&d_tfComboSelected, &this->tfComboSelected, sizeof(int)); cudaMemcpyToSymbol(&d_showSilhouettes, &this->showSilhouettes, sizeof(bool)); cudaMemcpyToSymbol(&d_silhouettesThreshold, &this->silhouettesThreshold, sizeof(float)); cudaMemcpyToSymbol(&d_levoyFocus, &this->levoyFocus, sizeof(float)); cudaMemcpyToSymbol(&d_levoyWidth, &this->levoyWidth, sizeof(float)); double specularStrengthDouble = this->specularStrength; cudaMemcpyToSymbol(&d_specularStrength, &specularStrengthDouble, sizeof(double)); cudaMemcpyToSymbol(&d_shininess, &this->shininess, sizeof(int)); this->opacityConstReal = std::pow(10.0f, (-5 + 0.05 * this->opacityConst)); cudaMemcpyToSymbol(&d_opacityConst, &this->opacityConstReal, sizeof(float)); cudaMemcpyToSymbol(&d_tfComboSelectedColor, &this->tfComboSelectedColor, sizeof(int)); } Widget::~Widget() { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); free(this->fps); }