#include "Widget.h" #include "linalg/linalg.h" #include "consts.h" #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(50.0f, -50.0f, -75.0f); // Camera for partially trimmed data set // this->cameraPos = Point3::init(300.0f, 200.0f, -700.0f); // Camera for full data set 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(); 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->opacityK = 0; this->sigmoidOne = 0.5f; this->sigmoidTwo = -250.0f; }; // TODO: can be marginally improvement 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. 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::DragInt("k (log [1e-10, 1])", &this->opacityK, 1, 0, 100, "%d%%", ImGuiSliderFlags_AlwaysClamp); ImGui::DragFloat("sigmoidOne", &this->sigmoidOne, 0.01f, 0.0f, 1.0f, "%.2f"); ImGui::InputFloat("sigmoidTwo", &this->sigmoidTwo, 10.0f, 100.0f, "%.0f"); 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::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::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_lightPos, &this->lightPos, sizeof(Point3)); cudaMemcpyToSymbol(&d_backgroundColor, &this->bgColor, sizeof(Color3)); // 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_sigmoidOne, &this->sigmoidOne, sizeof(float)); cudaMemcpyToSymbol(&d_sigmoidTwo, &this->sigmoidTwo, sizeof(float)); } Widget::~Widget() { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); free(this->fps); }