mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 18:48:36 +02:00
+ | Lambo scene
This commit is contained in:
@ -6,7 +6,7 @@
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */
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/* Updated: 2025/01/15 19:32:41 by ycontre ### ########.fr */
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/* Updated: 2025/01/28 02:15:41 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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@ -59,6 +59,10 @@ void Camera::processMouse(float xoffset, float yoffset, bool constraint_pitch =
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_yaw += xoffset * _sensitivity;
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_pitch += yoffset * _sensitivity;
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// while(_yaw < 0)
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// _yaw += 360;
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// while(_yaw > 360)
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// _yaw -= 360;
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if (constraint_pitch)
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{
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if (_pitch > 89.0f) _pitch = 89.0f;
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@ -150,6 +154,7 @@ void Camera::setDirection(float pitch, float yaw)
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{
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_pitch = pitch;
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_yaw = yaw;
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updateCameraVectors();
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}
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void Camera::setDOV(float aperture, float focus)
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@ -166,4 +171,4 @@ void Camera::setBounce(int bounce)
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void Camera::setFov(float fov)
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{
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_fov = fov;
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}
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}
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|
630
srcs/class/Renderer.cpp
Normal file
630
srcs/class/Renderer.cpp
Normal file
@ -0,0 +1,630 @@
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/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Renderer.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/01/22 16:34:53 by tomoron #+# #+# */
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/* Updated: 2025/01/30 22:22:07 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "RT.hpp"
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Renderer::Renderer(Scene *scene, Window *win)
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{
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_scene = scene;
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_win = win;
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_min = 0;
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_sec = 0;
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_fps = 30;
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_autoTime = 0;
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_samples = 1;
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_testSamples = 1;
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_curSamples = 0;
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_destPathIndex = 0;
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_frameCount = 0;
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_outputFilename = "output.avi";
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memcpy(_filenameBuffer, _outputFilename.c_str(), _outputFilename.length());
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_filenameBuffer[_outputFilename.length()] = 0;
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_rgb_frame = 0;
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_yuv_frame = 0;
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_format = 0;
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_codec_context = 0;
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updateAvailableCodecs();
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}
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void Renderer::fillGoodCodecList(std::vector<AVCodecID> &lst)
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{
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lst.push_back(AV_CODEC_ID_FFV1);
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lst.push_back(AV_CODEC_ID_H264);
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lst.push_back(AV_CODEC_ID_HUFFYUV);
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lst.push_back(AV_CODEC_ID_UTVIDEO);
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lst.push_back(AV_CODEC_ID_PRORES);
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lst.push_back(AV_CODEC_ID_V210);
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}
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void Renderer::updateAvailableCodecs(void)
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{
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const AVCodec *codec;
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AVCodecContext *ctx;
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const AVOutputFormat *muxer;
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const char *format;
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std::vector<AVCodecID> goodCodecList;
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fillGoodCodecList(goodCodecList);
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_codecList.clear();
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_codecListStr.clear();
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_codecIndex = 0;
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av_log_set_level(AV_LOG_QUIET);
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format = _outputFilename.c_str();
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if(_outputFilename.find(".") != std::string::npos)
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format += _outputFilename.find(".") + 1;
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muxer = av_guess_format(format, 0, 0);
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for(std::vector<AVCodecID>::iterator it = goodCodecList.begin(); it != goodCodecList.end(); it++)
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{
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codec = avcodec_find_encoder(*it);
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if(!codec)
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continue;
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ctx = avcodec_alloc_context3(codec);
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if(ctx)
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{
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if (avformat_query_codec(muxer, codec->id, FF_COMPLIANCE_STRICT) > 0)
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{
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ctx->width = WIDTH;
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ctx->height = HEIGHT;
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ctx->time_base = {1, _fps};
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ctx->framerate = {_fps, 1};
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ctx->pix_fmt = AV_PIX_FMT_YUV420P;
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ctx->gop_size = 10;
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ctx->max_b_frames = 1;
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if (avcodec_open2(ctx, codec, NULL) == 0)
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_codecList.push_back(codec);
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}
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avcodec_free_context(&ctx);
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}
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}
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for(auto it = _codecList.begin(); it != _codecList.end(); it++)
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{
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_codecListStr.push_back((*it)->name);
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}
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}
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void Renderer::initRender(void)
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{
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_codecOptions = 0;
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_destPathIndex = _path.size() - 1;
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_curPathIndex = 0;
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_frameCount = 0;
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_curSamples = 0;
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_curSplitStart = 0;
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_testMode = 0;
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_renderStartTime = glfwGetTime();
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_scene->getCamera()->setPosition(_path[0].pos);
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_scene->getCamera()->setDirection(_path[0].dir.x, _path[0].dir.y);
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_win->setFrameCount(-1);
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avformat_alloc_output_context2(&_format, nullptr, nullptr, _outputFilename.c_str());
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_codec_context = avcodec_alloc_context3(_codecList[_codecIndex]);
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_codec_context->width = WIDTH;
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_codec_context->height = HEIGHT;
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_codec_context->time_base = {1, _fps};
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_codec_context->framerate = {_fps, 1};
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_codec_context->pix_fmt = AV_PIX_FMT_YUV420P;
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_codec_context->gop_size = 10;
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_codec_context->max_b_frames = 1;
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if(_codecList[_codecIndex]->id == AV_CODEC_ID_H264 || _codecList[_codecIndex]->id == AV_CODEC_ID_HEVC)
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av_dict_set(&_codecOptions, "crf", "0", 0);
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if (_format->oformat->flags & AVFMT_GLOBALHEADER)
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_codec_context->flags |= AV_CODEC_FLAG_GLOBAL_HEADER;
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if (avcodec_open2(_codec_context, _codecList[_codecIndex], &_codecOptions) < 0)
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throw std::runtime_error("Failed to open codec");
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_stream = avformat_new_stream(_format, _codecList[_codecIndex]);
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if (!_stream)
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throw std::runtime_error("Failed to create stream");
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_stream->time_base = _codec_context->time_base;
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avcodec_parameters_from_context(_stream->codecpar, _codec_context);
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if (!(_format->flags & AVFMT_NOFILE))
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{
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if (avio_open(&_format->pb, _outputFilename.c_str(), AVIO_FLAG_WRITE) < 0)
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throw std::runtime_error("couldn't open " + _outputFilename);
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}
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(void)avformat_write_header(_format, nullptr);
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_rgb_frame = av_frame_alloc();
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_rgb_frame->format = AV_PIX_FMT_RGB24;
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_rgb_frame->width = WIDTH;
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_rgb_frame->height = HEIGHT;
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av_image_alloc(_rgb_frame->data, _rgb_frame->linesize, WIDTH, HEIGHT, AV_PIX_FMT_RGB24, 32);
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_yuv_frame = av_frame_alloc();
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_yuv_frame->format = _codec_context->pix_fmt;
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_yuv_frame->width = WIDTH;
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_yuv_frame->height = HEIGHT;
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av_image_alloc(_yuv_frame->data, _yuv_frame->linesize, WIDTH, HEIGHT, _codec_context->pix_fmt, 32);
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_sws_context = sws_getContext(
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WIDTH, HEIGHT, AV_PIX_FMT_RGB24,
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WIDTH, HEIGHT, AV_PIX_FMT_YUV420P,
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SWS_BILINEAR, nullptr, nullptr, nullptr);
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}
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void Renderer::addImageToRender(Shader &shader)
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{
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std::vector<float> image;
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AVPacket *pkt;
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long int videoFrameOffset;
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long int outputImageOffset;
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image = shader.getOutputImage();
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for (int x = 0; x < WIDTH; x++)
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{
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for(int y = 0; y < HEIGHT; y++)
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{
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videoFrameOffset = (y * _rgb_frame->linesize[0]) + (x * 3);
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outputImageOffset = (((HEIGHT - 1) - y) * (WIDTH * 4)) + (x * 4);
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glm::vec3 colors(image[outputImageOffset], image[outputImageOffset + 1], image[outputImageOffset + 2]);
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// if(colors.x > 1 || colors.y > 1 || colors.z > 1)
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// colors = glm::normalize(colors);
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colors.x = fmin(colors.x, 1);
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colors.y = fmin(colors.y, 1);
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colors.z = fmin(colors.z, 1);
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_rgb_frame->data[0][videoFrameOffset] = colors.x * 255;
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_rgb_frame->data[0][videoFrameOffset + 1] = colors.y * 255;
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_rgb_frame->data[0][videoFrameOffset + 2] = colors.z * 255;
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}
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}
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sws_scale(_sws_context, _rgb_frame->data, _rgb_frame->linesize, 0, HEIGHT, _yuv_frame->data, _yuv_frame->linesize);
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_yuv_frame->pts = _frameCount;
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if (avcodec_send_frame(_codec_context, _yuv_frame) == 0) {
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pkt = av_packet_alloc();
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while (avcodec_receive_packet(_codec_context, pkt) == 0) {
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pkt->stream_index = _stream->index;
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pkt->pts = av_rescale_q(pkt->pts, _codec_context->time_base, _stream->time_base);
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pkt->dts = av_rescale_q(pkt->dts, _codec_context->time_base, _stream->time_base);
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av_interleaved_write_frame(_format, pkt);
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av_packet_unref(pkt);
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}
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av_packet_free(&pkt);
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}
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}
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void Renderer::endRender(void)
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{
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AVPacket *pkt;
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avcodec_send_frame(_codec_context, 0);
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pkt = av_packet_alloc();
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while (avcodec_receive_packet(_codec_context, pkt) == 0) {
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pkt->stream_index = _stream->index;
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pkt->pts = av_rescale_q(pkt->pts, _codec_context->time_base, _stream->time_base);
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pkt->dts = av_rescale_q(pkt->dts, _codec_context->time_base, _stream->time_base);
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av_interleaved_write_frame(_format, pkt);
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av_packet_unref(pkt);
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}
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av_packet_free(&pkt);
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av_write_trailer(_format);
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av_frame_free(&_rgb_frame);
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av_frame_free(&_yuv_frame);
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avcodec_free_context(&_codec_context);
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avio_close(_format->pb);
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avformat_free_context(_format);
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av_dict_free(&_codecOptions);
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_format = 0;
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_rgb_frame = 0;
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_yuv_frame = 0;
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_codec_context = 0;
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}
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void Renderer::addPoint(float time)
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{
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t_pathPoint newPoint;
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Camera *cam;
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std::vector<t_pathPoint>::iterator pos;
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cam = _scene->getCamera();
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newPoint.pos = cam->getPosition();
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newPoint.dir = cam->getDirection();
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newPoint.time = time;
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pos = _path.begin();
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while(pos != _path.end() && pos->time <= newPoint.time)
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pos++;
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_path.insert(pos, newPoint);
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}
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void Renderer::update(Shader &shader)
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{
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double curTime;
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(void)shader;
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if(!_destPathIndex)
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return;
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_curSamples++;
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if((_testMode && _curSamples < _testSamples) || (!_testMode && _curSamples < _samples))
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return;
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|
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if(_testMode)
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curTime = glfwGetTime();
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else
|
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curTime = (1 / (double)_fps) * (double)_frameCount;
|
||||
|
||||
if(!_testMode)
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{
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addImageToRender(shader);
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_frameCount++;
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}
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makeMovement(curTime - _curSplitStart, curTime);
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_curSamples = 0;
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}
|
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glm::vec3 Renderer::hermiteInterpolate(glm::vec3 points[4], double alpha)
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{
|
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double tension;
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double bias;
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glm::vec3 tang[2];
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double alphaSqr[2];
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glm::vec3 coef[4];
|
||||
|
||||
tension = 0;
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||||
bias = 0;
|
||||
|
||||
alphaSqr[0] = alpha * alpha;
|
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alphaSqr[1] = alphaSqr[0] * alpha;
|
||||
|
||||
tang[0] = (points[1] - points[0]) * glm::vec3(1 + bias) * glm::vec3(1 - tension) / glm::vec3(2);
|
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tang[0] += (points[2] - points[1]) * glm::vec3(1 - bias) * glm::vec3(1 - tension) / glm::vec3(2);
|
||||
tang[1] = (points[2] - points[1]) * glm::vec3(1 + bias) * glm::vec3(1 - tension) / glm::vec3(2);
|
||||
tang[1] += (points[3] - points[2]) * glm::vec3(1 - bias) * glm::vec3(1 - tension) / glm::vec3(2);
|
||||
|
||||
coef[0] = glm::vec3(2 * alphaSqr[1] - 3 * alphaSqr[0] + 1);
|
||||
coef[1] = glm::vec3(alphaSqr[1] - 2 * alphaSqr[0] + alpha);
|
||||
coef[2] = glm::vec3(alphaSqr[1] - alphaSqr[0]);
|
||||
coef[3] = glm::vec3(-2 * alphaSqr[1] + 3 * alphaSqr[0]);
|
||||
|
||||
return(coef[0] * points[1] + coef[1] * tang[0] + coef[2] * tang[1] + coef[3] * points[2]);
|
||||
}
|
||||
|
||||
//glm::quat eulerToQuaternion(float pitch, float yaw)
|
||||
//{
|
||||
// glm::quat qPitch = glm::angleAxis(glm::radians(pitch), glm::vec3(1, 0, 0));
|
||||
// glm::quat qYaw = glm::angleAxis(glm::radians(yaw), glm::vec3(0, 1, 0));
|
||||
//
|
||||
// glm::quat result = qYaw* qPitch;
|
||||
// return(result);
|
||||
//}
|
||||
|
||||
//glm::vec2 Renderer::sphereInterpolate(glm::vec2 from, glm::vec2 to, float time) // gud but bad
|
||||
//{
|
||||
// glm::vec3 eulerRes;
|
||||
// glm::quat qFrom;
|
||||
// glm::quat qTo;
|
||||
// glm::quat res;
|
||||
// float angle;
|
||||
// float dot;
|
||||
//
|
||||
// qFrom = glm::normalize(eulerToQuaternion(from.y, from.x));
|
||||
// qTo = glm::normalize(eulerToQuaternion(to.y, to.x));
|
||||
//
|
||||
// dot = glm::dot(qFrom, qTo);
|
||||
// if(dot < 0)
|
||||
// to = -to;
|
||||
// angle = 2 * glm::acos(dot);
|
||||
// res = (glm::sin((1 - time) * angle / glm::sin(angle)) * qFrom) + ((glm::sin(time * angle) / glm::sin(angle)) * qTo);
|
||||
// eulerRes = glm::degrees(glm::eulerAngles(res));
|
||||
// return(glm::vec2(eulerRes.y, eulerRes.x));
|
||||
//}
|
||||
|
||||
|
||||
glm::vec2 Renderer::bezierSphereInterpolate(glm::vec4 control, glm::vec2 from, glm::vec2 to, float time)
|
||||
{
|
||||
glm::vec2 delta;
|
||||
glm::vec2 p1, p2;
|
||||
float t;
|
||||
|
||||
p1 = glm::vec2(control.x, control.y);
|
||||
p2 = glm::vec2(control.z, control.w);
|
||||
t = time;
|
||||
for(int i = 0; i < 5; i++) {
|
||||
float currentX = 3.0f * ((1 - t) * (1 - t)) * t * p1.x + 3.0f * (1 - t) * (t * t) * p2.x + (t * t * t);
|
||||
|
||||
if(abs(currentX - time) < 0.00001f) {
|
||||
break;
|
||||
}
|
||||
|
||||
glm::vec2 derivative = glm::vec2(
|
||||
3.0f * (1 - t) * (1 - t) * p1.x +
|
||||
6.0f * (1.0f - t) * t * (p2.x - p1.x) +
|
||||
3.0f * t * t * (1.0f - p2.x),
|
||||
|
||||
3.0f * (1 - t) * (1 - t) * p1.y +
|
||||
6.0f * (1.0f - t) * t * (p2.y - p1.y) +
|
||||
3.0f * t * t * (1.0f - p2.y)
|
||||
);
|
||||
|
||||
if(abs(derivative.x) > 0.00001f){
|
||||
t = t - (currentX - time) / derivative.x;
|
||||
t = glm::clamp(t, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
t = 3.0f * ((1 - t) * (1 - t)) * t * p1.y + 3.0f * (1 - t) * (t * t) * p2.y + (t * t * t);
|
||||
|
||||
delta = to - from;
|
||||
return(from + glm::vec2(delta.x * t, delta.y * t));
|
||||
}
|
||||
|
||||
|
||||
void Renderer::makeMovement(float timeFromStart, float curSplitTimeReset)
|
||||
{
|
||||
t_pathPoint from;
|
||||
t_pathPoint to;
|
||||
t_pathPoint prev;
|
||||
t_pathPoint next;
|
||||
float pathTime;
|
||||
Camera *cam;
|
||||
glm::vec3 pos;
|
||||
glm::vec2 dir;
|
||||
float normalTime;
|
||||
bool smallDistPrev;
|
||||
bool smallDistNext;
|
||||
glm::vec4 bezierControl;
|
||||
|
||||
from = _path[_curPathIndex];
|
||||
to = _path[_curPathIndex + 1];
|
||||
if(_curPathIndex)
|
||||
prev = _path[_curPathIndex - 1];
|
||||
else
|
||||
prev = from;
|
||||
if((size_t)_curPathIndex + 2 < _path.size())
|
||||
next = _path[_curPathIndex + 2];
|
||||
else
|
||||
next = to;
|
||||
|
||||
cam = _scene->getCamera();
|
||||
pathTime = (to.time - from.time) * 60;
|
||||
normalTime = 1 - ((pathTime - timeFromStart) / pathTime);
|
||||
|
||||
pos = hermiteInterpolate((glm::vec3 [4]){prev.pos, from.pos, to.pos, next.pos}, normalTime);
|
||||
|
||||
smallDistPrev = glm::distance((to.dir - from.dir) / glm::vec2(pathTime), (from.dir - prev.dir) / glm::vec2((from.time - prev.time) * 60)) < 40;
|
||||
smallDistNext = glm::distance((to.dir - from.dir) / glm::vec2(pathTime), (next.dir - to.dir) / glm::vec2((next.time - to.time) * 60)) < 40;
|
||||
bezierControl.x = 0.2f;
|
||||
bezierControl.y = !_curPathIndex || smallDistPrev ? .1f : .0f;
|
||||
bezierControl.z = 0.8f;
|
||||
bezierControl.w = (size_t)_curPathIndex + 2 >= _path.size() || smallDistNext ? .9f : 1.0f;
|
||||
dir = bezierSphereInterpolate(bezierControl, from.dir, to.dir, normalTime);
|
||||
if(std::isnan(dir.x) || std::isnan(dir.y))
|
||||
dir = from.dir;
|
||||
if(timeFromStart >= pathTime)
|
||||
{
|
||||
pos = to.pos;
|
||||
dir = to.dir;
|
||||
_curSplitStart = curSplitTimeReset;
|
||||
_curPathIndex++;
|
||||
}
|
||||
cam->setPosition(pos);
|
||||
cam->setDirection(dir.x, dir.y);
|
||||
_win->setFrameCount(0);
|
||||
if(_curPathIndex == _destPathIndex)
|
||||
{
|
||||
_destPathIndex = 0;
|
||||
if(!_testMode)
|
||||
endRender();
|
||||
}
|
||||
}
|
||||
|
||||
int Renderer::rendering(void) const
|
||||
{
|
||||
return(_destPathIndex != 0 && !_testMode);
|
||||
}
|
||||
|
||||
void Renderer::imguiPathCreation(void)
|
||||
{
|
||||
float prevSpeed;
|
||||
float time;
|
||||
|
||||
if(_path.size() > 1)
|
||||
prevSpeed = glm::distance(_path[_path.size() - 2].pos, _path[_path.size() - 1].pos) / (_path[_path.size() - 1].time - _path[_path.size() - 2].time);
|
||||
else
|
||||
prevSpeed = 0;
|
||||
|
||||
ImGui::SliderInt("test spi", &_testSamples, 1, 10);
|
||||
ImGui::SliderInt("render spi", &_samples, 1, 1000);
|
||||
ImGui::SliderInt("render fps", &_fps, 30, 120);
|
||||
|
||||
ImGui::Combo("codec", &_codecIndex, _codecListStr.data(), _codecListStr.size());
|
||||
if(ImGui::InputText("file name", _filenameBuffer, 512))
|
||||
{
|
||||
_outputFilename = _filenameBuffer;
|
||||
updateAvailableCodecs();
|
||||
}
|
||||
if(_path.size() > 1 && ImGui::Button("try full path"))
|
||||
{
|
||||
_scene->getCamera()->setPosition(_path[0].pos);
|
||||
_scene->getCamera()->setDirection(_path[0].dir.x, _path[0].dir.y);
|
||||
_win->setFrameCount(-1);
|
||||
_curSplitStart = glfwGetTime();
|
||||
_curPathIndex = 0;
|
||||
_destPathIndex = _path.size() - 1;
|
||||
_testMode = 1;
|
||||
}
|
||||
if(_path.size() > 1 && _codecList.size() && ImGui::Button("start render"))
|
||||
initRender();
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if(ImGui::SliderInt("minutes", &_min, 0, 2))
|
||||
_autoTime = 0;
|
||||
if(ImGui::SliderInt("seconds", &_sec, 0, 60))
|
||||
_autoTime = 0;
|
||||
if(_autoTime)
|
||||
{
|
||||
if(_path.size() > 1)
|
||||
time = _path[_path.size() - 1].time + (glm::distance(_path[_path.size() - 1].pos, _scene->getCamera()->getPosition()) / prevSpeed);
|
||||
else
|
||||
time = (float)_path.size() / 60;
|
||||
_min = time;
|
||||
_sec = (time - (int)time) * 60;
|
||||
}
|
||||
else
|
||||
time = (float)_min + ((float)_sec / 60);
|
||||
ImGui::Checkbox("guess time automatically", &_autoTime);
|
||||
if(ImGui::Button("add step"))
|
||||
addPoint(time);
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
for(unsigned long i = 0; i < _path.size(); i++)
|
||||
{
|
||||
ImGui::Text("pos : %f, %f, %f",_path[i].pos.x, _path[i].pos.y, _path[i].pos.z);
|
||||
ImGui::Text("dir : %f, %f",_path[i].dir.x, _path[i].dir.y);
|
||||
ImGui::Text("time : %dm%ds", (int)_path[i].time, (int)(((_path[i].time - (int)_path[i].time)) * 60));
|
||||
|
||||
if(ImGui::Button(("delete##" + std::to_string(i)).c_str()))
|
||||
{
|
||||
_path.erase(_path.begin() + i);
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
if(ImGui::Button(("go to pos##" + std::to_string(i)).c_str()))
|
||||
{
|
||||
_scene->getCamera()->setPosition(_path[i].pos);
|
||||
_scene->getCamera()->setDirection(_path[i].dir.x, _path[i].dir.y);
|
||||
_win->setFrameCount(-1);
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
if(ImGui::Button(("edit pos##" + std::to_string(i)).c_str()))
|
||||
{
|
||||
_path[i].pos = _scene->getCamera()->getPosition();
|
||||
_path[i].dir = _scene->getCamera()->getDirection();
|
||||
}
|
||||
|
||||
if(i)
|
||||
ImGui::SameLine();
|
||||
if(i && ImGui::Button(("test split##" + std::to_string(i)).c_str()))
|
||||
{
|
||||
_scene->getCamera()->setPosition(_path[i].pos);
|
||||
_scene->getCamera()->setDirection(_path[i].dir.x, _path[i].dir.y);
|
||||
_win->setFrameCount(-1);
|
||||
_curSplitStart = glfwGetTime();
|
||||
_curPathIndex = i - 1;
|
||||
_destPathIndex = i;
|
||||
_testMode = 1;
|
||||
}
|
||||
ImGui::Separator();
|
||||
}
|
||||
}
|
||||
|
||||
std::string Renderer::floatToTime(float timef)
|
||||
{
|
||||
std::string res;
|
||||
uint64_t time;
|
||||
uint64_t values[7];
|
||||
int firstValue;
|
||||
|
||||
time = timef;
|
||||
values[0] = time / 3600 * 24 * 365;
|
||||
time = time % (3600 * 24 * 365);
|
||||
values[1] = time / 3600 * 24 * 30;
|
||||
time = time % (3600 * 24 * 30);
|
||||
values[2] = time / 3600 * 24 * 7;
|
||||
time = time % (3600 * 24 * 7);
|
||||
values[3] = time / 3600 * 24;
|
||||
time = time % (3600 * 24);
|
||||
values[4] = time / 3600;
|
||||
time = time % 3600;
|
||||
values[5] = time / 60;
|
||||
time = time % 60;
|
||||
values[6] = time;
|
||||
|
||||
firstValue = 0;
|
||||
while(firstValue < 6 && values[firstValue] == 0 )
|
||||
firstValue++;
|
||||
|
||||
res = "";
|
||||
switch(firstValue)
|
||||
{
|
||||
case 0:
|
||||
res += std::to_string(values[0]);
|
||||
res += "Y";
|
||||
case 1:
|
||||
res += std::to_string(values[1]);
|
||||
res += "M";
|
||||
case 2:
|
||||
res += std::to_string(values[2]);
|
||||
res += "W";
|
||||
case 3:
|
||||
res += std::to_string(values[3]);
|
||||
res += "d";
|
||||
case 4:
|
||||
res += std::to_string(values[4]);
|
||||
res += "h";
|
||||
case 5:
|
||||
res += std::to_string(values[5]);
|
||||
res += "m";
|
||||
case 6:
|
||||
res += std::to_string(values[6]);
|
||||
res += "s";
|
||||
}
|
||||
return(res);
|
||||
}
|
||||
|
||||
void Renderer::imguiRenderInfo(void)
|
||||
{
|
||||
long int totalFrames;
|
||||
float renderTime;
|
||||
float progress;
|
||||
float timeElapsed;
|
||||
float timeEst;
|
||||
|
||||
totalFrames = (_path[_destPathIndex].time - _path[0].time) * 60 * _fps;
|
||||
renderTime = ((float)_frameCount / _fps) / 60;
|
||||
|
||||
timeElapsed = glfwGetTime() - _renderStartTime;
|
||||
timeEst = timeElapsed / ((_frameCount * _samples) + _curSamples);
|
||||
timeEst *= (totalFrames * _samples) - ((_frameCount * _samples) + _curSamples);
|
||||
if(timeEst > 1e15)
|
||||
timeEst = 0;
|
||||
ImGui::Text("render in progress");
|
||||
ImGui::Text("samples per frame : %d", _samples);
|
||||
ImGui::Text("render fps : %d", _fps);
|
||||
ImGui::Text("total render time : %s", floatToTime((_path[_destPathIndex].time - _path[0].time) * 60).c_str());
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Frames : %ld / %ld", _frameCount, totalFrames);
|
||||
ImGui::Text("Frames (with accumulation) : %ld / %ld", (_frameCount * _samples) + _curSamples, totalFrames * _samples);
|
||||
ImGui::Text("Render time : %dm%f", (int)renderTime, (renderTime - (int)renderTime) * 60);
|
||||
ImGui::Text("elapsed time : %s", floatToTime(timeElapsed).c_str());
|
||||
ImGui::Text("estimated time remaining : %s", floatToTime(timeEst).c_str());
|
||||
progress = ((float)_frameCount * _samples) + _curSamples;
|
||||
progress /= (float)totalFrames * _samples;
|
||||
ImGui::ProgressBar(progress, ImVec2(0, 0));
|
||||
if(ImGui::Button("stop"))
|
||||
{
|
||||
_destPathIndex = 0;
|
||||
endRender();
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::renderImgui(void)
|
||||
{
|
||||
ImGui::Begin("Renderer");
|
||||
|
||||
if(rendering())
|
||||
imguiRenderInfo();
|
||||
else
|
||||
imguiPathCreation();
|
||||
ImGui::End();
|
||||
}
|
@ -6,7 +6,7 @@
|
||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||
/* +#+#+#+#+#+ +#+ */
|
||||
/* Created: 2024/12/26 21:43:51 by TheRed #+# #+# */
|
||||
/* Updated: 2025/01/24 18:50:33 by ycontre ### ########.fr */
|
||||
/* Updated: 2025/01/30 22:29:15 by tomoron ### ########.fr */
|
||||
/* */
|
||||
/* ************************************************************************** */
|
||||
|
||||
@ -93,7 +93,6 @@ void SceneParser::parseCamera(std::stringstream &line)
|
||||
|
||||
_scene->getCamera()->setPosition(glm::vec3(x, y, z));
|
||||
_scene->getCamera()->setDirection(yaw, pitch);
|
||||
_scene->getCamera()->updateCameraVectors();
|
||||
|
||||
_scene->getCamera()->setDOV(aperture, focus);
|
||||
_scene->getCamera()->setFov(fov);
|
||||
|
@ -6,7 +6,7 @@
|
||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||
/* +#+#+#+#+#+ +#+ */
|
||||
/* Created: 2024/10/13 20:21:13 by ycontre #+# #+# */
|
||||
/* Updated: 2025/01/30 17:52:32 by ycontre ### ########.fr */
|
||||
/* Updated: 2025/01/30 22:29:39 by tomoron ### ########.fr */
|
||||
/* */
|
||||
/* ************************************************************************** */
|
||||
|
||||
@ -228,4 +228,14 @@ GLuint Shader::getProgram(void) const
|
||||
GLuint Shader::getProgramCompute(void) const
|
||||
{
|
||||
return (_program_compute);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<float> Shader::getOutputImage(void)
|
||||
{
|
||||
std::vector<float> res(WIDTH * HEIGHT * 4);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, _output_texture);
|
||||
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_FLOAT, res.data());
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
return (res);
|
||||
}
|
||||
|
@ -6,7 +6,7 @@
|
||||
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
|
||||
/* +#+#+#+#+#+ +#+ */
|
||||
/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
|
||||
/* Updated: 2025/01/18 19:24:04 by ycontre ### ########.fr */
|
||||
/* Updated: 2025/01/28 15:15:53 by tomoron ### ########.fr */
|
||||
/* */
|
||||
/* ************************************************************************** */
|
||||
|
||||
@ -15,8 +15,10 @@
|
||||
Window::Window(Scene *scene, int width, int height, const char *title, int sleep)
|
||||
{
|
||||
_scene = scene;
|
||||
_fps = 0;
|
||||
_frameCount = 0;
|
||||
_pixelisation = 0;
|
||||
_renderer = new Renderer(scene, this);
|
||||
|
||||
if (!glfwInit())
|
||||
{
|
||||
@ -69,6 +71,8 @@ void Window::process_input()
|
||||
bool up = glfwGetKey(_window, GLFW_KEY_SPACE) == GLFW_PRESS;
|
||||
bool down = glfwGetKey(_window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
|
||||
|
||||
if(_renderer->rendering())
|
||||
return ;
|
||||
if (forward || backward || left || right || up || down)
|
||||
_frameCount = 0;
|
||||
|
||||
@ -160,6 +164,11 @@ bool Window::shouldClose()
|
||||
return glfwWindowShouldClose(_window);
|
||||
}
|
||||
|
||||
void Window::rendererUpdate(Shader &shader)
|
||||
{
|
||||
_renderer->update(shader);
|
||||
}
|
||||
|
||||
void Window::imGuiNewFrame()
|
||||
{
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
@ -258,9 +267,12 @@ void Window::imGuiRender()
|
||||
|
||||
ImGui::End();
|
||||
|
||||
_renderer->renderImgui();;
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
|
||||
if (has_changed)
|
||||
_frameCount = (accumulate == 0) - 1;
|
||||
}
|
||||
@ -280,6 +292,11 @@ int Window::getFrameCount(void) const
|
||||
return (_frameCount);
|
||||
}
|
||||
|
||||
void Window::setFrameCount(int nb)
|
||||
{
|
||||
_frameCount = nb;
|
||||
}
|
||||
|
||||
bool &Window::getAccumulate(void)
|
||||
{
|
||||
return (accumulate);
|
||||
|
Reference in New Issue
Block a user