merge renderer with main

This commit is contained in:
2025-01-30 22:31:25 +01:00
14 changed files with 796 additions and 33 deletions

View File

@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/09/27 14:51:49 by TheRed #+# #+# */
/* Updated: 2025/01/30 18:02:33 by ycontre ### ########.fr */
/* Updated: 2025/01/30 22:29:00 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
@ -125,8 +125,10 @@ int main(int argc, char **argv)
std::vector<int> gpu_lights_array(gpu_lights.begin(), gpu_lights.end());
glBindBuffer(GL_SHADER_STORAGE_BUFFER, lightSSBO);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, gpu_lights_array.size() * sizeof(int), gpu_lights_array.data());
window.rendererUpdate(shader);
GPUCamera camera_data = scene.getCamera()->getGPUData();
glBindBuffer(GL_UNIFORM_BUFFER, cameraUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(GPUCamera), &camera_data);
@ -159,7 +161,7 @@ int main(int argc, char **argv)
window.imGuiRender();
window.display();
window.pollEvents();
window.pollEvents();
}
ImGui_ImplOpenGL3_Shutdown();

View File

@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */
/* Updated: 2025/01/15 19:32:41 by ycontre ### ########.fr */
/* Updated: 2025/01/28 02:15:41 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
@ -59,6 +59,10 @@ void Camera::processMouse(float xoffset, float yoffset, bool constraint_pitch =
_yaw += xoffset * _sensitivity;
_pitch += yoffset * _sensitivity;
// while(_yaw < 0)
// _yaw += 360;
// while(_yaw > 360)
// _yaw -= 360;
if (constraint_pitch)
{
if (_pitch > 89.0f) _pitch = 89.0f;
@ -150,6 +154,7 @@ void Camera::setDirection(float pitch, float yaw)
{
_pitch = pitch;
_yaw = yaw;
updateCameraVectors();
}
void Camera::setDOV(float aperture, float focus)
@ -166,4 +171,4 @@ void Camera::setBounce(int bounce)
void Camera::setFov(float fov)
{
_fov = fov;
}
}

630
srcs/class/Renderer.cpp Normal file
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@ -0,0 +1,630 @@
/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Renderer.cpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: tomoron <tomoron@student.42angouleme.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2025/01/22 16:34:53 by tomoron #+# #+# */
/* Updated: 2025/01/30 22:22:07 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
#include "RT.hpp"
Renderer::Renderer(Scene *scene, Window *win)
{
_scene = scene;
_win = win;
_min = 0;
_sec = 0;
_fps = 30;
_autoTime = 0;
_samples = 1;
_testSamples = 1;
_curSamples = 0;
_destPathIndex = 0;
_frameCount = 0;
_outputFilename = "output.avi";
memcpy(_filenameBuffer, _outputFilename.c_str(), _outputFilename.length());
_filenameBuffer[_outputFilename.length()] = 0;
_rgb_frame = 0;
_yuv_frame = 0;
_format = 0;
_codec_context = 0;
updateAvailableCodecs();
}
void Renderer::fillGoodCodecList(std::vector<AVCodecID> &lst)
{
lst.push_back(AV_CODEC_ID_FFV1);
lst.push_back(AV_CODEC_ID_H264);
lst.push_back(AV_CODEC_ID_HUFFYUV);
lst.push_back(AV_CODEC_ID_UTVIDEO);
lst.push_back(AV_CODEC_ID_PRORES);
lst.push_back(AV_CODEC_ID_V210);
}
void Renderer::updateAvailableCodecs(void)
{
const AVCodec *codec;
AVCodecContext *ctx;
const AVOutputFormat *muxer;
const char *format;
std::vector<AVCodecID> goodCodecList;
fillGoodCodecList(goodCodecList);
_codecList.clear();
_codecListStr.clear();
_codecIndex = 0;
av_log_set_level(AV_LOG_QUIET);
format = _outputFilename.c_str();
if(_outputFilename.find(".") != std::string::npos)
format += _outputFilename.find(".") + 1;
muxer = av_guess_format(format, 0, 0);
for(std::vector<AVCodecID>::iterator it = goodCodecList.begin(); it != goodCodecList.end(); it++)
{
codec = avcodec_find_encoder(*it);
if(!codec)
continue;
ctx = avcodec_alloc_context3(codec);
if(ctx)
{
if (avformat_query_codec(muxer, codec->id, FF_COMPLIANCE_STRICT) > 0)
{
ctx->width = WIDTH;
ctx->height = HEIGHT;
ctx->time_base = {1, _fps};
ctx->framerate = {_fps, 1};
ctx->pix_fmt = AV_PIX_FMT_YUV420P;
ctx->gop_size = 10;
ctx->max_b_frames = 1;
if (avcodec_open2(ctx, codec, NULL) == 0)
_codecList.push_back(codec);
}
avcodec_free_context(&ctx);
}
}
for(auto it = _codecList.begin(); it != _codecList.end(); it++)
{
_codecListStr.push_back((*it)->name);
}
}
void Renderer::initRender(void)
{
_codecOptions = 0;
_destPathIndex = _path.size() - 1;
_curPathIndex = 0;
_frameCount = 0;
_curSamples = 0;
_curSplitStart = 0;
_testMode = 0;
_renderStartTime = glfwGetTime();
_scene->getCamera()->setPosition(_path[0].pos);
_scene->getCamera()->setDirection(_path[0].dir.x, _path[0].dir.y);
_win->setFrameCount(-1);
avformat_alloc_output_context2(&_format, nullptr, nullptr, _outputFilename.c_str());
_codec_context = avcodec_alloc_context3(_codecList[_codecIndex]);
_codec_context->width = WIDTH;
_codec_context->height = HEIGHT;
_codec_context->time_base = {1, _fps};
_codec_context->framerate = {_fps, 1};
_codec_context->pix_fmt = AV_PIX_FMT_YUV420P;
_codec_context->gop_size = 10;
_codec_context->max_b_frames = 1;
if(_codecList[_codecIndex]->id == AV_CODEC_ID_H264 || _codecList[_codecIndex]->id == AV_CODEC_ID_HEVC)
av_dict_set(&_codecOptions, "crf", "0", 0);
if (_format->oformat->flags & AVFMT_GLOBALHEADER)
_codec_context->flags |= AV_CODEC_FLAG_GLOBAL_HEADER;
if (avcodec_open2(_codec_context, _codecList[_codecIndex], &_codecOptions) < 0)
throw std::runtime_error("Failed to open codec");
_stream = avformat_new_stream(_format, _codecList[_codecIndex]);
if (!_stream)
throw std::runtime_error("Failed to create stream");
_stream->time_base = _codec_context->time_base;
avcodec_parameters_from_context(_stream->codecpar, _codec_context);
if (!(_format->flags & AVFMT_NOFILE))
{
if (avio_open(&_format->pb, _outputFilename.c_str(), AVIO_FLAG_WRITE) < 0)
throw std::runtime_error("couldn't open " + _outputFilename);
}
(void)avformat_write_header(_format, nullptr);
_rgb_frame = av_frame_alloc();
_rgb_frame->format = AV_PIX_FMT_RGB24;
_rgb_frame->width = WIDTH;
_rgb_frame->height = HEIGHT;
av_image_alloc(_rgb_frame->data, _rgb_frame->linesize, WIDTH, HEIGHT, AV_PIX_FMT_RGB24, 32);
_yuv_frame = av_frame_alloc();
_yuv_frame->format = _codec_context->pix_fmt;
_yuv_frame->width = WIDTH;
_yuv_frame->height = HEIGHT;
av_image_alloc(_yuv_frame->data, _yuv_frame->linesize, WIDTH, HEIGHT, _codec_context->pix_fmt, 32);
_sws_context = sws_getContext(
WIDTH, HEIGHT, AV_PIX_FMT_RGB24,
WIDTH, HEIGHT, AV_PIX_FMT_YUV420P,
SWS_BILINEAR, nullptr, nullptr, nullptr);
}
void Renderer::addImageToRender(Shader &shader)
{
std::vector<float> image;
AVPacket *pkt;
long int videoFrameOffset;
long int outputImageOffset;
image = shader.getOutputImage();
for (int x = 0; x < WIDTH; x++)
{
for(int y = 0; y < HEIGHT; y++)
{
videoFrameOffset = (y * _rgb_frame->linesize[0]) + (x * 3);
outputImageOffset = (((HEIGHT - 1) - y) * (WIDTH * 4)) + (x * 4);
glm::vec3 colors(image[outputImageOffset], image[outputImageOffset + 1], image[outputImageOffset + 2]);
// if(colors.x > 1 || colors.y > 1 || colors.z > 1)
// colors = glm::normalize(colors);
colors.x = fmin(colors.x, 1);
colors.y = fmin(colors.y, 1);
colors.z = fmin(colors.z, 1);
_rgb_frame->data[0][videoFrameOffset] = colors.x * 255;
_rgb_frame->data[0][videoFrameOffset + 1] = colors.y * 255;
_rgb_frame->data[0][videoFrameOffset + 2] = colors.z * 255;
}
}
sws_scale(_sws_context, _rgb_frame->data, _rgb_frame->linesize, 0, HEIGHT, _yuv_frame->data, _yuv_frame->linesize);
_yuv_frame->pts = _frameCount;
if (avcodec_send_frame(_codec_context, _yuv_frame) == 0) {
pkt = av_packet_alloc();
while (avcodec_receive_packet(_codec_context, pkt) == 0) {
pkt->stream_index = _stream->index;
pkt->pts = av_rescale_q(pkt->pts, _codec_context->time_base, _stream->time_base);
pkt->dts = av_rescale_q(pkt->dts, _codec_context->time_base, _stream->time_base);
av_interleaved_write_frame(_format, pkt);
av_packet_unref(pkt);
}
av_packet_free(&pkt);
}
}
void Renderer::endRender(void)
{
AVPacket *pkt;
avcodec_send_frame(_codec_context, 0);
pkt = av_packet_alloc();
while (avcodec_receive_packet(_codec_context, pkt) == 0) {
pkt->stream_index = _stream->index;
pkt->pts = av_rescale_q(pkt->pts, _codec_context->time_base, _stream->time_base);
pkt->dts = av_rescale_q(pkt->dts, _codec_context->time_base, _stream->time_base);
av_interleaved_write_frame(_format, pkt);
av_packet_unref(pkt);
}
av_packet_free(&pkt);
av_write_trailer(_format);
av_frame_free(&_rgb_frame);
av_frame_free(&_yuv_frame);
avcodec_free_context(&_codec_context);
avio_close(_format->pb);
avformat_free_context(_format);
av_dict_free(&_codecOptions);
_format = 0;
_rgb_frame = 0;
_yuv_frame = 0;
_codec_context = 0;
}
void Renderer::addPoint(float time)
{
t_pathPoint newPoint;
Camera *cam;
std::vector<t_pathPoint>::iterator pos;
cam = _scene->getCamera();
newPoint.pos = cam->getPosition();
newPoint.dir = cam->getDirection();
newPoint.time = time;
pos = _path.begin();
while(pos != _path.end() && pos->time <= newPoint.time)
pos++;
_path.insert(pos, newPoint);
}
void Renderer::update(Shader &shader)
{
double curTime;
(void)shader;
if(!_destPathIndex)
return;
_curSamples++;
if((_testMode && _curSamples < _testSamples) || (!_testMode && _curSamples < _samples))
return;
if(_testMode)
curTime = glfwGetTime();
else
curTime = (1 / (double)_fps) * (double)_frameCount;
if(!_testMode)
{
addImageToRender(shader);
_frameCount++;
}
makeMovement(curTime - _curSplitStart, curTime);
_curSamples = 0;
}
glm::vec3 Renderer::hermiteInterpolate(glm::vec3 points[4], double alpha)
{
double tension;
double bias;
glm::vec3 tang[2];
double alphaSqr[2];
glm::vec3 coef[4];
tension = 0;
bias = 0;
alphaSqr[0] = alpha * alpha;
alphaSqr[1] = alphaSqr[0] * alpha;
tang[0] = (points[1] - points[0]) * glm::vec3(1 + bias) * glm::vec3(1 - tension) / glm::vec3(2);
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();
}

View File

@ -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);

View File

@ -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);
}

View File

@ -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);