mirror of
https://github.com/MartinOpat/cuda-based-raytrace.git
synced 2025-06-07 02:13:10 +02:00
added shader
This commit is contained in:
@@ -3,9 +3,11 @@
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
|
||||
#include "Shader.h"
|
||||
|
||||
Window::Window(unsigned int w, unsigned int h) {
|
||||
Window::w = w;
|
||||
Window::h = h;
|
||||
this->w = w;
|
||||
this->h = h;
|
||||
}
|
||||
|
||||
void framebuffer_size_callback(GLFWwindow* window, int w, int h) {
|
||||
@@ -16,7 +18,7 @@ void framebuffer_size_callback(GLFWwindow* window, int w, int h) {
|
||||
|
||||
}
|
||||
|
||||
int Window::init() {
|
||||
int Window::init(float* data) {
|
||||
// init glfw
|
||||
glfwInit();
|
||||
// requesting context version 1.0 makes glfw try to provide the latest version if possible
|
||||
@@ -25,7 +27,7 @@ int Window::init() {
|
||||
|
||||
this->window = glfwCreateWindow(this->w, this->h, "CUDA ray tracing", NULL, NULL);
|
||||
|
||||
//hide cursor
|
||||
//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));
|
||||
|
||||
@@ -37,20 +39,17 @@ int Window::init() {
|
||||
|
||||
glfwMakeContextCurrent(this->window);
|
||||
|
||||
|
||||
// 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()) return -1;
|
||||
if (init_quad(data)) return -1;
|
||||
this->last_frame = std::chrono::steady_clock::now();
|
||||
|
||||
while (!glfwWindowShouldClose(window)) {
|
||||
@@ -62,11 +61,14 @@ int Window::init() {
|
||||
}
|
||||
|
||||
|
||||
int Window::init_quad() {
|
||||
int Window::init_quad(float* data) {
|
||||
this->current_quad = std::make_unique<Quad>(this->w, this->h);
|
||||
this->current_quad->cuda_init();
|
||||
this->current_quad->cuda_init(data);
|
||||
this->current_quad->make_fbo();
|
||||
|
||||
this->shader = std::make_unique<Shader>("./shaders/vertshader.glsl", "./shaders/fragshader.glsl");
|
||||
this->shader->use();
|
||||
|
||||
// TODO: default shaders
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -107,6 +109,7 @@ void Window::tick() {
|
||||
// render frame
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, this->current_quad->fb);
|
||||
this->current_quad->render();
|
||||
this->shader->use();
|
||||
glBindVertexArray(this->current_quad->VAO);
|
||||
glBindTexture(GL_TEXTURE_2D, this->current_quad->tex);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6); // draw current frame to texture
|
||||
@@ -115,6 +118,8 @@ void Window::tick() {
|
||||
// + swap buffers; TODO: check if necessary?
|
||||
glfwSwapBuffers(this->window);
|
||||
glfwPollEvents();
|
||||
|
||||
std::cout << "done ticking";
|
||||
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user