126 lines
3.1 KiB
C++
126 lines
3.1 KiB
C++
#include "MainWindow.h"
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#include "cuda_runtime.h"
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#include <iostream>
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#include <memory>
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#include "Shader.h"
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#include "input/Widget.h"
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Window::Window(unsigned int w, unsigned int h) {
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this->w = w;
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this->h = h;
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}
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void framebuffer_size_callback(GLFWwindow* window, int w, int h) {
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// This function is called by glfw when the window is reized.
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glViewport(0 , 0, w, h);
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Window* newWin = reinterpret_cast<Window*>(glfwGetWindowUserPointer(window));
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newWin->resize(w, h);
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}
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int Window::init(float* data) {
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// init glfw
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glfwInit();
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// requesting context version 1.0 makes glfw try to provide the latest version if possible
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 1);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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this->window = glfwCreateWindow(this->w, this->h, "CUDA ray tracing", NULL, NULL);
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if (this->window == NULL) {
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std::cout << "Failed to create window\n";
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glfwTerminate();
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return -1;
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}
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glfwMakeContextCurrent(this->window);
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// init glad(opengl)
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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std::cout << "Failed to initialize GLAD\n";
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return -1;
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}
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// init framebuffer
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glViewport(0, 0, this->w, this->h);
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if (glfwSetFramebufferSizeCallback(this->window, framebuffer_size_callback) != 0) return -1;
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if (init_quad(data)) return -1;
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this->last_frame = std::chrono::steady_clock::now();
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// init imGUI
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this->widget = new Widget(this->window);
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while (!glfwWindowShouldClose(window)) {
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Window::tick();
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}
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Window::free(data);
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return 0;
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}
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int Window::init_quad(float* data) {
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this->quad = std::make_unique<Quad>(this->w, this->h);
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this->quad->cuda_init(data);
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this->quad->make_fbo();
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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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void Window::free(float* data) {
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// To preserve the proper destruction order we forcefully set the quads to null (calling their destructor in the process)
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// Not strictly necessary, but i saw some weird errors on exit without this so best to keep it in.
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this->quad = nullptr;
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this->widget = nullptr;
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cudaFree(data);
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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void Window::tick() {
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// manually track time diff
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std::chrono::steady_clock::time_point now = std::chrono::steady_clock::now();
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float diff = (float) std::chrono::duration_cast<std::chrono::milliseconds>(now - this->last_frame).count();
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this->last_frame = now;
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// input
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this->widget->tick(1000.0/diff);
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// tick render
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_DEPTH_TEST);
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if (!this->widget->paused) this->quad->render();
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this->shader->use();
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glBindVertexArray(this->quad->VAO);
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glBindTexture(GL_TEXTURE_2D, this->quad->tex);
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glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture
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// render ImGui context
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this->widget->render();
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// check for events
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glfwSwapBuffers(this->window);
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glfwPollEvents();
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}
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void Window::resize(unsigned int w, unsigned int h) {
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this->w = w;
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this->h = h;
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this->quad->resize(w, h);
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}
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