cuda-based-raytrace/src/gui/MainWindow.cpp

145 lines
3.9 KiB
C++

#include "MainWindow.h"
#include "cuda_runtime.h"
#include <iostream>
#include <memory>
#include "Shader.h"
#include "input/Widget.h"
#include "cuda_error.h"
// TODO: Delete
void saveImage2(const char* filename, unsigned char* framebuffer, int width, int height) { // TODO: Figure out a better way to do this
std::ofstream imageFile(filename, std::ios::out | std::ios::binary);
imageFile << "P6\n" << width << " " << height << "\n255\n";
for (int i = 0; i < width * height * 3; i++) {
imageFile << framebuffer[i];
}
imageFile.close();
}
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<Window*>(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<void*>(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();
}
// TODO: Remove this, this was just for ray-casting debug
// Window::tick();
// Window::tick();
// // Save the image
// unsigned char* pixels = new unsigned char[this->w * this->h * 3];
// glReadPixels(0, 0, this->w, this->h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
// saveImage2("output.ppm", pixels, this->w, this->h);
// delete[] pixels;
Window::free(data);
return 0;
}
int Window::init_quad(float* data) {
this->quad = std::make_unique<Quad>(this->w, this->h);
this->quad->cuda_init(data);
this->quad->make_fbo();
this->shader = std::make_unique<Shader>("./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<std::chrono::milliseconds>(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);
}