Basic GUI

This commit is contained in:
Dynamitos
2025-01-24 23:20:30 +01:00
parent 8af00e2510
commit cfefb125c8
9 changed files with 64 additions and 8 deletions
+7
View File
@@ -2,6 +2,8 @@
#include "scene/Scene.h"
#include "util/ModelLoader.h"
#include "window/Window.h"
#include <iostream>
#include <imgui.h>
int main()
{
@@ -19,6 +21,11 @@ int main()
});
while (true)
{
window.beginFrame();
if (ImGui::Button("Test"))
{
std::cout << "Test" << std::endl;
}
window.update(scene.getImage());
}
return 0;
+8
View File
@@ -5,6 +5,10 @@
void BVH::addModel(PModel model, glm::mat4 transform)
{
model->boundingBox.transform(transform);
for (auto& point : model->positions)
{
point = glm::vec3(transform * glm::vec4(point, 1));
}
models.push_back(std::move(model));
}
@@ -13,6 +17,10 @@ void BVH::addModels(std::vector<PModel> _models, glm::mat4 transform)
for (int i = 0; i < _models.size(); ++i)
{
_models[i]->boundingBox.transform(transform);
for (auto& point : _models[i]->positions)
{
point = glm::vec3(transform * glm::vec4(point, 1));
}
models.push_back(std::move(_models[i]));
}
}
+1 -1
View File
@@ -21,7 +21,7 @@ void Scene::render(Camera cam, RenderParameter params)
image.resize(params.width * params.height);
accumulator.resize(params.width * params.height);
worker = std::thread(
[&]()
[&, cam, params]()
{
for (int samp = 0; samp < params.numSamples; ++samp)
{
+28 -2
View File
@@ -1,5 +1,8 @@
#include "Window.h"
#include <iostream>
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#define GLSL(...) "#version 400\n" #__VA_ARGS__
@@ -12,13 +15,27 @@ Window::Window(int width, int height) : width(width), height(height)
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // We don't want the old OpenGL
window = glfwCreateWindow(width, height, "RayTracer", nullptr, nullptr);
glfwMakeContextCurrent(window);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
ImGui_ImplGlfw_InitForOpenGL(window,
true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
ImGui_ImplOpenGL3_Init();
glewInit();
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
program = glCreateProgram();
vertShader = glCreateShader(GL_VERTEX_SHADER);
fragShader = glCreateShader(GL_FRAGMENT_SHADER);
@@ -75,13 +92,22 @@ Window::Window(int width, int height) : width(width), height(height)
Window::~Window() {}
void Window::update(const std::vector<glm::vec3>& textureData)
void Window::beginFrame()
{
glClear(GL_COLOR_BUFFER_BIT);
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
}
void Window::update(const std::vector<glm::vec3>& textureData)
{
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_FLOAT, textureData.data());
glUseProgram(program);
glDrawArrays(GL_TRIANGLES, 0, 3);
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
glfwPollEvents();
}
+1
View File
@@ -9,6 +9,7 @@ class Window
public:
Window(int width, int height);
~Window();
void beginFrame();
void update(const std::vector<glm::vec3>& textureData);
private: