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

221 lines
6.3 KiB
C++

#include "MainWindow.h"
#include "hurricanedata/datareader.h"
#include "cuda_runtime.h"
#include <csignal>
#include <iostream>
#include <memory>
#include <vector>
#include "consts.h"
#include "Shader.h"
#include "input/Widget.h"
#include "cuda_error.h"
// FIXME: this is the worst code in this project - very ad hoc
// this is a blocking operation, and really does not follow any practices of code design
// should really be a proper class like GpuBufferHandler.
// also only loads temperature data
void loadData(float* d_data, const int idx, const int timestep) {
std::vector<float> h_data;
std::string path = "data/trimmed";
std::string variable = "T";
DataReader dataReader(path, variable);
size_t dataLength = dataReader.fileLength(idx);
h_data.resize(dataLength);
dataReader.loadFile(h_data.data(), idx);
float* hostVolume = new float[VOLUME_WIDTH * VOLUME_HEIGHT * VOLUME_DEPTH];
for (int i = 0; i < VOLUME_WIDTH * VOLUME_HEIGHT * VOLUME_DEPTH; i++) {
hostVolume[i] = h_data[i + timestep*VOLUME_DEPTH*VOLUME_HEIGHT*VOLUME_WIDTH];
// Discard missing values
if (h_data[i + 0*VOLUME_DEPTH*VOLUME_HEIGHT*VOLUME_WIDTH] + epsilon >= infty) hostVolume[i] = -infty;
}
std::cout << "hi\n";
// Reverse the order of hostVolume - why is it upside down anyway?
for (int i = 0; i < VOLUME_WIDTH; i++) {
for (int j = 0; j < VOLUME_HEIGHT; j++) {
for (int k = 0; k < VOLUME_DEPTH/2; k++) {
float temp = hostVolume[i + j*VOLUME_WIDTH + k*VOLUME_WIDTH*VOLUME_HEIGHT];
hostVolume[i + j*VOLUME_WIDTH + k*VOLUME_WIDTH*VOLUME_HEIGHT] = hostVolume[i + j*VOLUME_WIDTH + (VOLUME_DEPTH - 1 - k)*VOLUME_WIDTH*VOLUME_HEIGHT];
hostVolume[i + j*VOLUME_WIDTH + (VOLUME_DEPTH - 1 - k)*VOLUME_WIDTH*VOLUME_HEIGHT] = temp;
}
}
}
// Allocate + copy data to GPU
size_t volumeSize = sizeof(float) * VOLUME_WIDTH * VOLUME_HEIGHT * VOLUME_DEPTH;
cudaMemcpy(d_data, hostVolume, volumeSize, cudaMemcpyHostToDevice);
}
void Window::saveImage() {
unsigned char* pixels = new unsigned char[this->w * this->h * 3];
glReadPixels(0, 0, this->w, this->h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
const char* filename = "output.ppm"; // TODO: make this the current time
std::ofstream imageFile(filename, std::ios::out | std::ios::binary);
imageFile << "P6\n" << this->w << " " << this->h << "\n255\n";
for (int i = 0; i < this->w * this->h * 3; i++) {
imageFile << pixels[i];
}
imageFile.close();
delete[] pixels;
}
Window::Window(unsigned int w, unsigned int h) {
this->w = w;
this->h = h;
this->gpuPerf.open("gpuPerformance");
this->cpuPerf.open("cpuPerformance");
}
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) {
this->data = 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);
// loop function for draw calls etc.
while (!glfwWindowShouldClose(window)) {
Window::tick();
}
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();
this->gpuPerf.close();
this->cpuPerf.close();
}
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;
this->cpuPerf << diff << "\n";
// input
this->widget->tick(1000.0/diff);
if (this->widget->dateChanged) {
// TODO: Load new date file here
loadData(this->data, this->widget->date, this->widget->timestep);
this->widget->dateChanged = false;
}
if (this->widget->saveImage) {
saveImage();
this->widget->saveImage = false;
}
// tick render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
if (!this->widget->paused){
cudaEvent_t start, stop;
cudaEventCreate(&start);
cudaEventCreate(&stop);
cudaEventRecord(start, 0);
this->quad->render();
cudaEventRecord(stop, 0);
cudaEventSynchronize(stop);
float t;
cudaEventElapsedTime(&t, start, stop);
this->gpuPerf << t << "\n";
cudaEventDestroy(start);
cudaEventDestroy(stop);
}
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);
}