Files
RT_GPU/includes/RT/Window.hpp

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2.2 KiB
C++

/* ************************************************************************** */
/* */
/* ::: :::::::: */
/* Window.hpp :+: :+: :+: */
/* +:+ +:+ +:+ */
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/13 16:15:41 by TheRed #+# #+# */
/* Updated: 2025/02/25 01:50:04 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
#ifndef RT_WINDOW__HPP
# define RT_WINDOW__HPP
# include "RT.hpp"
class Scene;
class ShaderProgram;
class Clusterizer;
class Window
{
public:
Window(Scene *scene, int width, int height, const char *title, int sleep, Arguments &args);
~Window(void);
void updateDeltaTime();
void display();
void pollEvents();
bool shouldClose();
void process_input();
static void keyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
static void mouseMoveCallback(GLFWwindow *window, double xpos, double ypos);
static void mouseButtonCallback(GLFWwindow *window, int button, int action, int mods);
void imGuiNewFrame();
void imGuiRender(ShaderProgram &raytracing_program);
GLFWwindow *getWindow(void) const;
float getFps(void) const;
int getFrameCount(void) const;
int getPixelisation(void);
bool &getAccumulate(void);
void setFrameCount(int nb);
bool isRendering();
void rendererUpdate(std::vector<GLuint> &textures, ShaderProgram &denoisingProgram);
void clusterizerUpdate(std::vector<GLuint> &textures, ShaderProgram &denoisingProgram);
private:
GLFWwindow *_window;
Scene *_scene;
Renderer *_renderer;
Clusterizer *_clusterizer;
float _fps;
float _delta;
int _frameCount;
int _pixelisation;
bool accumulate = true;
};
#endif