mirror of
https://github.com/MartinOpat/cuda-based-raytrace.git
synced 2025-06-07 02:13:10 +02:00
feat (wip): real-time gui with rendering in opengl
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125
src/gui/MainWindow.cpp
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125
src/gui/MainWindow.cpp
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#include "MainWindow.h"
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#include <iostream>
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#include <memory>
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Window::Window(unsigned int w, unsigned int h) {
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Window::w = w;
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Window::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() {
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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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//hide cursor
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glfwSetInputMode(this->window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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glfwSetWindowUserPointer(this->window, reinterpret_cast<void*>(this));
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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()) return -1;
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this->last_frame = std::chrono::steady_clock::now();
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while (!glfwWindowShouldClose(window)) {
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Window::tick();
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}
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Window::free();
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return 0;
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}
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int Window::init_quad() {
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this->current_quad = std::make_unique<Quad>(this->w, this->h);
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this->current_quad->cuda_init();
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// TODO: default shaders
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return 0;
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}
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void Window::free() {
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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->current_quad = nullptr;
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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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// TODO: remove debug line at some point
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std::cout << 1000.0/diff << " fps\n";
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// TODO: code input logic and class/struct and stuff
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// ticking input probably involves 4? steps:
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// * check if window needs to be closed (escape/q pressed)
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// * check if camera moved (wasd/hjkl pressed)
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// (phase 3/do later): check if we switched from realtime tracing to that other option - maybe a pause function? (p pressed?)
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// * if moved -> update camera (raytracing will involve some logic here too? see when i get there)
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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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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// render frame
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glBindFramebuffer(GL_FRAMEBUFFER, this->current_quad->fb);
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this->current_quad->render();
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glBindVertexArray(this->current_quad->VAO);
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glBindTexture(GL_TEXTURE_2D, this->current_quad->tex);
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glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture
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// check for events
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// + swap buffers; TODO: check if necessary?
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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->current_quad->resize(w, h);
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}
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