implemented controls

This commit is contained in:
2025-01-11 15:20:39 +01:00
parent b3db9a7045
commit 884b53655b
15 changed files with 169 additions and 73 deletions

View File

@@ -5,6 +5,7 @@
#include <memory>
#include "Shader.h"
#include "input/Widget.h"
Window::Window(unsigned int w, unsigned int h) {
this->w = w;
@@ -28,9 +29,6 @@ int Window::init(float* data) {
this->window = glfwCreateWindow(this->w, this->h, "CUDA ray tracing", NULL, NULL);
//hide cursor // TODO: switch from this style input to something more resembling an actual gui
glfwSetInputMode(this->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
glfwSetWindowUserPointer(this->window, reinterpret_cast<void*>(this));
if (this->window == NULL) {
std::cout << "Failed to create window\n";
@@ -53,6 +51,10 @@ int Window::init(float* data) {
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();
}
@@ -79,8 +81,10 @@ void Window::free(float* data) {
// To preserve the proper destruction order we forcefully set the quads 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();
}
@@ -95,23 +99,23 @@ void Window::tick() {
// TODO: remove debug line at some point
std::cout << 1000.0/diff << " fps\n";
// TODO: code input logic and class/struct and stuff
// ticking input probably involves 4? steps:
// * check if window needs to be closed (escape/q pressed)
// * check if camera moved (wasd/hjkl pressed)
// (phase 3/do later): check if we switched from realtime tracing to that other option - maybe a pause function? (p pressed?)
// * if moved -> update camera (raytracing will involve some logic here too? see when i get there)
// input
this->widget->tick();
// tick render
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDisable(GL_DEPTH_TEST);
this->quad->render();
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();