#include "MainWindow.h" #include "cuda_runtime.h" #include #include #include "Shader.h" #include "input/Widget.h" #include "cuda_error.h" Window::Window(unsigned int w, unsigned int h) { this->w = w; this->h = h; } void framebuffer_size_callback(GLFWwindow* window, int w, int h) { // This function is called by glfw when the window is resized. glViewport(0 , 0, w, h); Window* newWin = reinterpret_cast(glfwGetWindowUserPointer(window)); newWin->resize(w, h); } int Window::init(float* data) { // init glfw glfwInit(); // requesting context version 1.0 makes glfw try to provide the latest version if possible glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0); this->window = glfwCreateWindow(this->w, this->h, "CUDA ray tracing", NULL, NULL); if (this->window == NULL) { std::cout << "Failed to create window\n"; glfwTerminate(); return -1; } glfwMakeContextCurrent(this->window); glfwSetWindowUserPointer(this->window, reinterpret_cast(this)); // init glad(opengl) if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { std::cout << "Failed to initialize GLAD\n"; return -1; } // init framebuffer glViewport(0, 0, this->w, this->h); if (glfwSetFramebufferSizeCallback(this->window, framebuffer_size_callback) != 0) return -1; 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(); } Window::free(data); return 0; } int Window::init_quad(float* data) { this->quad = std::make_unique(this->w, this->h); this->quad->cuda_init(data); this->quad->make_fbo(); this->shader = std::make_unique("./shaders/vertshader.glsl", "./shaders/fragshader.glsl"); this->shader->use(); glUniform1i(glGetUniformLocation(this->shader->ID, "currentFrameTex"), 0); return 0; } void Window::free(float* data) { // 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); glfwTerminate(); } void Window::tick() { // manually track time diff std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now(); float diff = (float) std::chrono::duration_cast(now - this->last_frame).count(); this->last_frame = now; // input this->widget->tick(1000.0/diff); // tick render glBindFramebuffer(GL_FRAMEBUFFER, 0); glDisable(GL_DEPTH_TEST); 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(); } void Window::resize(unsigned int w, unsigned int h) { this->w = w; this->h = h; this->quad->resize(w, h); }