mirror of
https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
380 lines
11 KiB
C++
380 lines
11 KiB
C++
/* ************************************************************************** */
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/* */
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/* ::: :::::::: */
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/* Window.cpp :+: :+: :+: */
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/* +:+ +:+ +:+ */
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/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2024/10/13 16:16:24 by TheRed #+# #+# */
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/* Updated: 2025/03/17 15:16:19 by tomoron ### ########.fr */
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/* */
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/* ************************************************************************** */
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#include "Window.hpp"
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void GLFWErrorCallback(int error, const char* description)
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{
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fprintf(stderr, "GLFW Error (%d): %s\n", error, description);
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}
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Window::Window(Scene *scene, int width, int height, const char *title, int sleep, Arguments &args)
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{
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_scene = scene;
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_fps = 0;
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_frameCount = 0;
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_pixelisation = 0;
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_renderer = new Renderer(scene, this, args);
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_clusterizer = new Clusterizer(args, _renderer);
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glfwSetErrorCallback(GLFWErrorCallback);
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if (!glfwInit())
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{
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fprintf( stderr, "Failed to initialize GLFW\n" );
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exit(-1);
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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_window = glfwCreateWindow(width, height, title, NULL, NULL);
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if (!_window)
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{
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fprintf( stderr, "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n" );
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glfwTerminate();
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exit(-1);
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}
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glfwMakeContextCurrent(_window);
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glfwSetWindowUserPointer(_window, this);
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glfwSetKeyCallback(_window, keyCallback);
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glfwSetCursorPosCallback(_window, mouseMoveCallback);
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glfwSetMouseButtonCallback(_window, mouseButtonCallback);
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gladLoadGL(glfwGetProcAddress);
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glfwSwapInterval(sleep);
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO(); (void)io;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(_window, true);
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ImGui_ImplOpenGL3_Init("#version 430");
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}
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Window::~Window(void)
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{
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glfwTerminate();
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}
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void Window::process_input()
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{
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bool forward = glfwGetKey(_window, GLFW_KEY_W) == GLFW_PRESS;
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bool backward = glfwGetKey(_window, GLFW_KEY_S) == GLFW_PRESS;
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bool left = glfwGetKey(_window, GLFW_KEY_A) == GLFW_PRESS;
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bool right = glfwGetKey(_window, GLFW_KEY_D) == GLFW_PRESS;
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bool up = glfwGetKey(_window, GLFW_KEY_SPACE) == GLFW_PRESS;
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bool down = glfwGetKey(_window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS;
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if(_renderer->rendering())
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return ;
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if (forward || backward || left || right || up || down)
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_frameCount = 0;
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_scene->getCamera()->processKeyboard(forward, backward, left, right, up, down);
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}
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void Window::mouseMoveCallback(GLFWwindow* window, double xpos, double ypos)
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) xpos; (void) ypos;
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static double lastX = 0;
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static double lastY = 0;
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if (lastX == 0 && lastY == 0)
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{
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lastX = xpos;
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lastY = ypos;
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}
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double xoffset = xpos - lastX;
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double yoffset = lastY - ypos;
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS)
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{
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win->_scene->getCamera()->processMouse(xoffset, yoffset, true);
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win->_frameCount = 0;
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}
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lastX = xpos;
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lastY = ypos;
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}
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void Window::mouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) button; (void) mods;
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if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_RELEASE)
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win->_frameCount = 0;
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}
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void Window::keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
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{
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Window* win = static_cast<Window*>(glfwGetWindowUserPointer(window));
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(void) win; (void) key; (void) scancode; (void) action; (void) mods;
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if (key == 67 && action == GLFW_PRESS)
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{
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glm::vec3 pos = win->_scene->getCamera()->getPosition();
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glm::vec2 dir = win->_scene->getCamera()->getDirection();
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float aperture = win->_scene->getCamera()->getAperture();
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float focus = win->_scene->getCamera()->getFocus();
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float fov = win->_scene->getCamera()->getFov();
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int bounce = win->_scene->getCamera()->getBounce();
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std::cout << "\nCAM\t" << pos.x << " " << pos.y << " " << pos.z << "\t"
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<< dir.x << " " << dir.y << " " << "\t"
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<< aperture << " " << focus << " " << fov << "\t" << bounce
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<< std::endl;
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}
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}
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void Window::updateDeltaTime()
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{
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static double lastTime = glfwGetTime();
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double currentTime = glfwGetTime();
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_delta = currentTime - lastTime;
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lastTime = currentTime;
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_fps = 1.0f / _delta;
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}
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void Window::display()
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{
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if (accumulate)
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_frameCount++;
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if (_scene->getCamera()->getVelocity() > 0.0f)
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_frameCount = 0;
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glfwSwapBuffers(_window);
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}
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void Window::pollEvents()
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{
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this->process_input();
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_scene->getCamera()->update(_scene, _delta, *_renderer);
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glfwPollEvents();
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}
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bool Window::shouldClose()
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{
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return glfwWindowShouldClose(_window) || _renderer->shouldClose();
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}
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bool Window::isRendering()
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{
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return (_renderer->rendering());
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}
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void Window::rendererUpdate(std::vector<GLuint> &textures, ShaderProgram &denoisingProgram)
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{
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_renderer->update(textures, denoisingProgram);
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}
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void Window::clusterizerUpdate(std::vector<GLuint> &textures, ShaderProgram &denoisingProgram, std::vector<Buffer *> &buffers)
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{
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_clusterizer->update(*_scene, *this, textures, denoisingProgram, buffers);
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}
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void Window::imGuiNewFrame()
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{
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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}
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void Window::imGuiRender(ShaderProgram &raytracing_program)
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{
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bool has_changed = false;
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ImGui::Begin("Settings");
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ImGui::Text("Fps: %d", int(_fps));
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ImGui::Text("Frame: %d", _frameCount);
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ImGui::Text("Objects: %lu", _scene->getObjectData().size() + _scene->getTriangleData().size());
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ImGui::Spacing();
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if (ImGui::CollapsingHeader("Camera"))
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{
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if (ImGui::Checkbox("Accumulate", &accumulate))
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_frameCount = 0;
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has_changed |= ImGui::SliderInt("Bounce", &_scene->getCamera()->getBounce(), 0, 20);
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has_changed |= ImGui::SliderFloat("FOV", &_scene->getCamera()->getFov(), 1.0f, 180.0f);
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has_changed |= ImGui::SliderFloat("Aperture", &_scene->getCamera()->getAperture(), 0.0f, 1.0f);
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has_changed |= ImGui::SliderFloat("Focus", &_scene->getCamera()->getFocus(), 0.0f, 150.0f);
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}
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if (ImGui::CollapsingHeader("Material"))
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{
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ImGui::BeginChild("Header", ImVec2(0, 400), true, 0);
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for (unsigned int i = 0; i < _scene->getMaterialData().size(); i++)
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{
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GPUMaterial &mat = _scene->getMaterialData()[i];
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ImGui::PushID(i);
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ImGui::Text("Material %d", i);
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has_changed |= ImGui::ColorEdit3("Color", &mat.color[0]);
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if (ImGui::SliderFloat("Emission", &mat.emission, 0.0f, 10.0f))
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{
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has_changed = 1;
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_scene->updateLightAndObjects(i);
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}
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if (mat.type == 0)
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{
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has_changed |= ImGui::SliderFloat("Roughness", &mat.roughness, 0.0f, 1.0f);
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has_changed |= ImGui::SliderFloat("Metallic", &mat.metallic, 0.0f, 1.0f);
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}
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else if (mat.type == 1)
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has_changed |= ImGui::SliderFloat("Refraction", &mat.refraction, 1.0f, 5.0f);
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else if (mat.type == 2)
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{
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has_changed |= ImGui::SliderFloat("Transparency", &mat.roughness, 0.0f, 1.0f);
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has_changed |= ImGui::SliderFloat("Refraction", &mat.refraction, 1.0f, 2.0f);
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has_changed |= ImGui::SliderFloat("Proba", &mat.metallic, 0., 1.);
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}
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else if (mat.type == 3)
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{
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has_changed |= ImGui::SliderFloat("Checker Scale", &mat.refraction, 0.0f, 40.0f);
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has_changed |= ImGui::SliderFloat("Roughness", &mat.roughness, 0.0f, 1.0f);
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has_changed |= ImGui::SliderFloat("Metallic", &mat.metallic, 0.0f, 1.0f);
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}
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has_changed |= ImGui::SliderInt("Type", &mat.type, 0, 3);
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ImGui::PopID();
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ImGui::Separator();
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}
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ImGui::EndChild();
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}
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if (ImGui::CollapsingHeader("Fog"))
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{
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if (ImGui::Checkbox("Enable##0", (bool *)(&_scene->getVolume().enabled)))
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{
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raytracing_program.setDefine("FOG", std::to_string(_scene->getVolume().enabled));
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raytracing_program.reloadShaders();
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has_changed = true;
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}
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ImGui::Separator();
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if (ImGui::SliderFloat("Absorption", &_scene->getVolume().sigma_a.x, 0., 0.1))
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{
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_scene->getVolume().sigma_a = glm::vec3(_scene->getVolume().sigma_a.x);
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_scene->getVolume().sigma_t = _scene->getVolume().sigma_a + _scene->getVolume().sigma_s;
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has_changed = true;
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}
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if (ImGui::SliderFloat("Scattering", &_scene->getVolume().sigma_s.x, 0., 0.5))
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{
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_scene->getVolume().sigma_s = glm::vec3(_scene->getVolume().sigma_s.x);
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_scene->getVolume().sigma_t = _scene->getVolume().sigma_a + _scene->getVolume().sigma_s;
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has_changed = true;
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}
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if (ImGui::SliderFloat("G", &_scene->getVolume().g, 0., 1.))
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has_changed = true;
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}
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if (ImGui::CollapsingHeader("Denoiser"))
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{
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ImGui::Checkbox("Enable##1", (bool *)(&_scene->getDenoise().enabled));
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ImGui::Separator();
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if (ImGui::SliderInt("Pass", &_scene->getDenoise().pass, 0, 8))
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_scene->getDenoise().pass = (_scene->getDenoise().pass / 2) * 2; // make sure it's even
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ImGui::SliderFloat("Color diff", &_scene->getDenoise().c_phi, 0.0f, 1.0f);
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ImGui::SliderFloat("Position diff", &_scene->getDenoise().p_phi, 0.0f, 1.0f);
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ImGui::SliderFloat("Normal diff", &_scene->getDenoise().n_phi, 0.0f, 1.0f);
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}
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if (ImGui::CollapsingHeader("Debug"))
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{
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if (ImGui::Checkbox("Enable##2", (bool *)(&_scene->getDebug().enabled)))
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{
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raytracing_program.setDefine("DEBUG", std::to_string(_scene->getDebug().enabled));
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raytracing_program.reloadShaders();
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has_changed = true;
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}
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ImGui::Separator();
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has_changed |= ImGui::SliderInt("Debug mode", &_scene->getDebug().mode, 0, 2);
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has_changed |= ImGui::SliderInt("Box treshold", &_scene->getDebug().box_treshold, 1, 2000);
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has_changed |= ImGui::SliderInt("Triangle treshold", &_scene->getDebug().triangle_treshold, 1, 2000);
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}
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_renderer->renderImgui(*_clusterizer);
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_clusterizer->imguiRender();
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ImGui::End();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (has_changed)
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_frameCount = (accumulate == 0) - 1;
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}
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GLFWwindow *Window::getWindow(void) const
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{
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return (_window);
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}
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float Window::getFps(void) const
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{
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return (_fps);
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}
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int Window::getFrameCount(void) const
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{
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return (_frameCount);
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}
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void Window::setFrameCount(int nb)
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{
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_frameCount = nb;
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}
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bool &Window::getAccumulate(void)
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{
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return (accumulate);
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}
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int Window::getPixelisation(void)
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{
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bool mouse = glfwGetMouseButton(_window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS;
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bool movement = _scene->getCamera()->getVelocity() > 0.0f;
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if (mouse || movement)
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{
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if(_fps < 30 && _pixelisation < 16)
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_pixelisation++;
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if(_fps > 60 && _pixelisation > 0)
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_pixelisation--;
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}
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else if(_pixelisation)
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_pixelisation = 0;
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return (_pixelisation + 1);
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}
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