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Engine.cpp
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337 lines (276 loc) · 10.1 KB
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#include "imgui.h"
#include "imgui_impl_opengl3.h"
#include "imgui_impl_win32.h"
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
#include <windows.h>
#include <tchar.h>
#include <UI.h>
#include <Renderer.h>
__declspec(dllexport) DWORD NvOptimusEnablement = 1;
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
// Data stored per platform window
struct WGL_WindowData { HDC hDC; };
// Data
static HGLRC g_hRC;
static WGL_WindowData g_MainWindow;
static int g_Width;
static int g_Height;
bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data);
void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data);
void ResetDeviceWGL();
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
static void Hook_Renderer_CreateWindow(ImGuiViewport* viewport)
{
assert(viewport->RendererUserData == NULL);
WGL_WindowData* data = IM_NEW(WGL_WindowData);
CreateDeviceWGL((HWND)viewport->PlatformHandle, data);
viewport->RendererUserData = data;
}
static void Hook_Renderer_DestroyWindow(ImGuiViewport* viewport)
{
if (viewport->RendererUserData != NULL)
{
WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData;
CleanupDeviceWGL((HWND)viewport->PlatformHandle, data);
IM_DELETE(data);
viewport->RendererUserData = NULL;
}
}
static void Hook_Platform_RenderWindow(ImGuiViewport* viewport, void*)
{
// Activate the platform window DC in the OpenGL rendering context
if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
wglMakeCurrent(data->hDC, g_hRC);
}
static void Hook_Renderer_SwapBuffers(ImGuiViewport* viewport, void*)
{
if (WGL_WindowData* data = (WGL_WindowData*)viewport->RendererUserData)
::SwapBuffers(data->hDC);
}
GLuint CreateTexture(cl_float* rgbData, int width, int height) {
GLuint texture;
glGenTextures(1, &texture); // Generate a texture ID
glBindTexture(GL_TEXTURE_2D, texture); // Bind the texture
// Specify the texture image data (consider using GL_UNSIGNED_BYTE if needed)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_FLOAT, rgbData);
// Set texture parameters for wrapping and filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); // Change to GL_CLAMP
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // Change to GL_CLAMP
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return texture; // Return the texture ID
}
int main(int, char**)
{
// Create application window
//ImGui_ImplWin32_EnableDpiAwareness();
WNDCLASSEXW wc = { sizeof(wc), CS_OWNDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
::RegisterClassExW(&wc);
HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Engine", WS_OVERLAPPEDWINDOW, 0, 0, 1600, 1000, nullptr, nullptr, wc.hInstance, nullptr);
// Initialize OpenGL
if (!CreateDeviceWGL(hwnd, &g_MainWindow))
{
CleanupDeviceWGL(hwnd, &g_MainWindow);
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 1;
}
wglMakeCurrent(g_MainWindow.hDC, g_hRC);
// Show the window
::ShowWindow(hwnd, SW_SHOWDEFAULT);
::UpdateWindow(hwnd);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Enable Multi-Viewport / Platform Windows
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
ImGuiStyle& style = ImGui::GetStyle();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
style.WindowRounding = 0.0f;
style.Colors[ImGuiCol_WindowBg].w = 1.0f;
}
ImGui_ImplWin32_InitForOpenGL(hwnd);
ImGui_ImplOpenGL3_Init();
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
IM_ASSERT(platform_io.Renderer_CreateWindow == NULL);
IM_ASSERT(platform_io.Renderer_DestroyWindow == NULL);
IM_ASSERT(platform_io.Renderer_SwapBuffers == NULL);
IM_ASSERT(platform_io.Platform_RenderWindow == NULL);
platform_io.Renderer_CreateWindow = Hook_Renderer_CreateWindow;
platform_io.Renderer_DestroyWindow = Hook_Renderer_DestroyWindow;
platform_io.Renderer_SwapBuffers = Hook_Renderer_SwapBuffers;
platform_io.Platform_RenderWindow = Hook_Platform_RenderWindow;
}
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
// init Renderer
vector<char*> files;
//files.push_back("Renderer/kernel_float3.cl");
files.push_back("Renderer/kernel.cl");
OpenClinit(files);
cl_float* output;
struct Camera camera;
camera.width = 900;
camera.aspect_ratio = 16.0/9.0;
camera.fov = 90;
camera.position.x = 0;
camera.position.y = 0;
camera.position.z = 1;
camera.look.x = 0;
camera.look.y = 0;
camera.look.z = 0;
camera.vup.x = 0;
camera.vup.y = 1;
camera.vup.z = 0;
camera.mode = 0;
camera.frames = 0;
struct Shader shader;
struct Palette palette;
struct Scene scene;
GLuint texture;
int objects = 3;
scene.objects = objects;
scene.samples = 100;
scene.depth = 50;
struct Object scened[MAX_OBJECTS];
memset(scened,0,sizeof(struct Object)*MAX_OBJECTS);
scened[0].type = 1;
cl_float3 pos = {0.0,0.0,-1.0};
scened[0].position = pos;
scened[0].radius = 0.5;
cl_float3 color = {0.7,0.1,0.3};
scened[0].color = color;
scened[0].mat = 1;
scened[1].type = 1;
pos = {0.0,-100.5,-1.0};
scened[1].position = pos;
scened[1].radius = 100.0;
color = {0.4,0.3,0.1};
scened[1].color = color;
scened[1].mat = 1;
scened[2].type = 1;
pos = {1.0,0.0,-1.0};
scened[2].position = pos;
scened[2].radius = 0.5;
color = {0.9,0.2,0.1};
scened[2].color = color;
scened[2].mat = 1;
// Main loop
bool done = false;
while (!done)
{
MSG msg;
while (::PeekMessage(&msg, nullptr, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
if (msg.message == WM_QUIT)
done = true;
}
if (done)
break;
if (::IsIconic(hwnd))
{
::Sleep(10);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
UI(texture,&camera,&shader,&palette,&scene,scened);
UpdateCamera(&camera);
output = RunKernal(camera,shader,palette,scene,scened);
texture = CreateTexture(output,camera.width,camera.height);
delete [] output;
camera.frames += 1;
if (camera.frames > INT_MAX - 100) camera.frames = 0;
// Rendering
ImGui::Render();
glViewport(0, 0, g_Width, g_Height);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
// Restore the OpenGL rendering context to the main window DC, since platform windows might have changed it.
wglMakeCurrent(g_MainWindow.hDC, g_hRC);
}
// Present
::SwapBuffers(g_MainWindow.hDC);
}
free((char*)kernel_s);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
CleanupDeviceWGL(hwnd, &g_MainWindow);
wglDeleteContext(g_hRC);
::DestroyWindow(hwnd);
::UnregisterClassW(wc.lpszClassName, wc.hInstance);
return 0;
}
// Helper functions
bool CreateDeviceWGL(HWND hWnd, WGL_WindowData* data)
{
HDC hDc = ::GetDC(hWnd);
PIXELFORMATDESCRIPTOR pfd = { 0 };
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
const int pf = ::ChoosePixelFormat(hDc, &pfd);
if (pf == 0)
return false;
if (::SetPixelFormat(hDc, pf, &pfd) == FALSE)
return false;
::ReleaseDC(hWnd, hDc);
data->hDC = ::GetDC(hWnd);
if (!g_hRC)
g_hRC = wglCreateContext(data->hDC);
return true;
}
void CleanupDeviceWGL(HWND hWnd, WGL_WindowData* data)
{
wglMakeCurrent(nullptr, nullptr);
::ReleaseDC(hWnd, data->hDC);
}
extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam))
return true;
switch (msg)
{
case WM_SIZE:
if (wParam != SIZE_MINIMIZED)
{
g_Width = LOWORD(lParam);
g_Height = HIWORD(lParam);
}
return 0;
case WM_SYSCOMMAND:
if ((wParam & 0xfff0) == SC_KEYMENU) // Disable ALT application menu
return 0;
break;
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProcW(hWnd, msg, wParam, lParam);
}