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// Copyright 2018 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "GLFWDistribOSPRayWindow.h"
#include <mpi.h>
#include <ospray/ospray_util.h>
#include <iostream>
#include <stdexcept>
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
using namespace ospray;
using namespace rkcommon::math;
GLFWDistribOSPRayWindow *GLFWDistribOSPRayWindow::activeWindow = nullptr;
static bool g_quitNextFrame = false;
WindowState::WindowState()
: quit(false),
cameraChanged(false),
fbSizeChanged(false),
spp(1),
windowSize(0),
eyePos(0.f),
lookDir(0.f),
upDir(0.f)
{}
GLFWDistribOSPRayWindow::GLFWDistribOSPRayWindow(const vec2i &windowSize,
const box3f &worldBounds,
cpp::World world,
cpp::Renderer renderer)
: windowSize(windowSize),
worldBounds(worldBounds),
world(world),
renderer(renderer)
{
MPI_Comm_rank(MPI_COMM_WORLD, &mpiRank);
MPI_Comm_size(MPI_COMM_WORLD, &mpiWorldSize);
if (mpiRank == 0) {
if (activeWindow != nullptr) {
throw std::runtime_error(
"Cannot create more than one GLFWDistribOSPRayWindow!");
}
activeWindow = this;
// initialize GLFW
if (!glfwInit()) {
throw std::runtime_error("Failed to initialize GLFW!");
}
glfwWindowHint(GLFW_SRGB_CAPABLE, GLFW_TRUE);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
#ifdef __APPLE_
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
const char *glslVersion = "#version 150";
#else
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
const char *glslVersion = "#version 130";
#endif
glfwWindow = glfwCreateWindow(
windowSize.x, windowSize.y, "OSPRay Tutorial", NULL, NULL);
if (!glfwWindow) {
glfwTerminate();
throw std::runtime_error("Failed to create GLFW window!");
}
// make the window's context current
glfwMakeContextCurrent(glfwWindow);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
ImGui_ImplGlfw_InitForOpenGL(glfwWindow, false);
// set GLFW callbacks
glfwSetFramebufferSizeCallback(
glfwWindow, [](GLFWwindow *, int newWidth, int newHeight) {
activeWindow->reshape(vec2i{newWidth, newHeight});
});
glfwSetCursorPosCallback(glfwWindow, [](GLFWwindow *, double x, double y) {
ImGuiIO &io = ImGui::GetIO();
if (!io.WantCaptureMouse) {
activeWindow->motion(vec2f{float(x), float(y)});
}
});
glfwSetKeyCallback(
glfwWindow, [](GLFWwindow *, int key, int, int action, int) {
if (action == GLFW_PRESS) {
switch (key) {
case GLFW_KEY_G:
activeWindow->showUi = !(activeWindow->showUi);
break;
case GLFW_KEY_Q:
g_quitNextFrame = true;
break;
}
}
});
// will chain our callbacks above
ImGui_ImplGlfw_InstallCallbacks(glfwWindow);
ImGui_ImplOpenGL3_Init(glslVersion);
// set initial OpenGL state
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
// create OpenGL frame buffer texture
glGenTextures(1, &framebufferTexture);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, framebufferTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
// OSPRay setup
// create the arcball camera model
arcballCamera = std::unique_ptr<ArcballCamera>(
new ArcballCamera(worldBounds, windowSize));
// create camera
camera = cpp::Camera("perspective");
camera.setParam("aspect", windowSize.x / float(windowSize.y));
camera.setParam("position", arcballCamera->eyePos());
camera.setParam("direction", arcballCamera->lookDir());
camera.setParam("up", arcballCamera->upDir());
camera.commit();
renderer.commit();
windowState.windowSize = windowSize;
windowState.eyePos = arcballCamera->eyePos();
windowState.lookDir = arcballCamera->lookDir();
windowState.upDir = arcballCamera->upDir();
if (mpiRank == 0) {
// trigger window reshape events with current window size
glfwGetFramebufferSize(
glfwWindow, &this->windowSize.x, &this->windowSize.y);
reshape(this->windowSize);
}
}
GLFWDistribOSPRayWindow::~GLFWDistribOSPRayWindow()
{
if (mpiRank == 0) {
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(glfwWindow);
glfwTerminate();
}
}
GLFWDistribOSPRayWindow *GLFWDistribOSPRayWindow::getActiveWindow()
{
return activeWindow;
}
cpp::World GLFWDistribOSPRayWindow::getWorld()
{
return world;
}
void GLFWDistribOSPRayWindow::setWorld(cpp::World newWorld)
{
world = newWorld;
addObjectToCommit(world.handle());
}
void GLFWDistribOSPRayWindow::resetAccumulation()
{
framebuffer.resetAccumulation();
}
void GLFWDistribOSPRayWindow::registerDisplayCallback(
std::function<void(GLFWDistribOSPRayWindow *)> callback)
{
displayCallback = callback;
}
void GLFWDistribOSPRayWindow::registerImGuiCallback(
std::function<void()> callback)
{
uiCallback = callback;
}
void GLFWDistribOSPRayWindow::mainLoop()
{
while (true) {
MPI_Bcast(&windowState, sizeof(WindowState), MPI_BYTE, 0, MPI_COMM_WORLD);
if (windowState.quit) {
break;
}
// TODO: Actually render asynchronously, if we have MPI thread multiple
// support
startNewOSPRayFrame();
waitOnOSPRayFrame();
if (mpiRank == 0) {
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
if (displayCallback)
displayCallback(this);
display();
windowState.quit = glfwWindowShouldClose(glfwWindow) || g_quitNextFrame;
}
}
}
void GLFWDistribOSPRayWindow::reshape(const vec2i &newWindowSize)
{
windowSize = newWindowSize;
windowState.windowSize = windowSize;
windowState.fbSizeChanged = true;
// update camera
arcballCamera->updateWindowSize(windowSize);
// reset OpenGL viewport and orthographic projection
glViewport(0, 0, windowSize.x, windowSize.y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, windowSize.x, 0.0, windowSize.y, -1.0, 1.0);
}
void GLFWDistribOSPRayWindow::motion(const vec2f &position)
{
static vec2f previousMouse(-1);
const vec2f mouse(position.x, position.y);
if (previousMouse != vec2f(-1)) {
const bool leftDown =
glfwGetMouseButton(glfwWindow, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS;
const bool rightDown =
glfwGetMouseButton(glfwWindow, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS;
const bool middleDown =
glfwGetMouseButton(glfwWindow, GLFW_MOUSE_BUTTON_MIDDLE) == GLFW_PRESS;
const vec2f prev = previousMouse;
bool cameraChanged = leftDown || rightDown || middleDown;
if (leftDown) {
const vec2f mouseFrom(clamp(prev.x * 2.f / windowSize.x - 1.f, -1.f, 1.f),
clamp(prev.y * 2.f / windowSize.y - 1.f, -1.f, 1.f));
const vec2f mouseTo(clamp(mouse.x * 2.f / windowSize.x - 1.f, -1.f, 1.f),
clamp(mouse.y * 2.f / windowSize.y - 1.f, -1.f, 1.f));
arcballCamera->rotate(mouseFrom, mouseTo);
} else if (rightDown) {
arcballCamera->zoom(mouse.y - prev.y);
} else if (middleDown) {
arcballCamera->pan(vec2f(mouse.x - prev.x, prev.y - mouse.y));
}
if (cameraChanged) {
windowState.cameraChanged = true;
windowState.eyePos = arcballCamera->eyePos();
windowState.lookDir = arcballCamera->lookDir();
windowState.upDir = arcballCamera->upDir();
}
}
previousMouse = mouse;
}
void GLFWDistribOSPRayWindow::display()
{
// clock used to compute frame rate
static auto displayStart = std::chrono::high_resolution_clock::now();
if (showUi && uiCallback) {
ImGuiWindowFlags flags = ImGuiWindowFlags_AlwaysAutoResize;
ImGui::Begin(
"Tutorial Controls (press 'g' to hide / show)", nullptr, flags);
uiCallback();
ImGui::End();
}
updateTitleBar();
static bool firstFrame = true;
if (firstFrame || currentFrame.isReady()) {
// display frame rate in window title
auto displayEnd = std::chrono::high_resolution_clock::now();
auto durationMilliseconds =
std::chrono::duration_cast<std::chrono::milliseconds>(
displayEnd - displayStart);
latestFPS = 1000.f / float(durationMilliseconds.count());
// map OSPRay frame buffer, update OpenGL texture with its contents, then
// unmap
uint32_t *fb = (uint32_t *)framebuffer.map(OSP_FB_COLOR);
glBindTexture(GL_TEXTURE_2D, framebufferTexture);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
windowSize.x,
windowSize.y,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
fb);
framebuffer.unmap(fb);
// Start new frame and reset frame timing interval start
displayStart = std::chrono::high_resolution_clock::now();
firstFrame = false;
}
// clear current OpenGL color buffer
glClear(GL_COLOR_BUFFER_BIT);
// render textured quad with OSPRay frame buffer contents
glBegin(GL_QUADS);
glTexCoord2f(0.f, 0.f);
glVertex2f(0.f, 0.f);
glTexCoord2f(0.f, 1.f);
glVertex2f(0.f, windowSize.y);
glTexCoord2f(1.f, 1.f);
glVertex2f(windowSize.x, windowSize.y);
glTexCoord2f(1.f, 0.f);
glVertex2f(windowSize.x, 0.f);
glEnd();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(glfwWindow);
}
void GLFWDistribOSPRayWindow::startNewOSPRayFrame()
{
bool fbNeedsClear = false;
auto handles = objectsToCommit.consume();
if (!handles.empty()) {
for (auto &h : handles)
ospCommit(h);
fbNeedsClear = true;
}
if (windowState.fbSizeChanged) {
windowState.fbSizeChanged = false;
windowSize = windowState.windowSize;
framebuffer = cpp::FrameBuffer(
windowSize.x, windowSize.y, OSP_FB_SRGBA, OSP_FB_COLOR | OSP_FB_ACCUM);
camera.setParam("aspect", windowSize.x / float(windowSize.y));
camera.commit();
fbNeedsClear = true;
}
if (windowState.cameraChanged) {
windowState.cameraChanged = false;
camera.setParam("aspect", windowSize.x / float(windowSize.y));
camera.setParam("position", windowState.eyePos);
camera.setParam("direction", windowState.lookDir);
camera.setParam("up", windowState.upDir);
camera.commit();
fbNeedsClear = true;
}
if (fbNeedsClear) {
resetAccumulation();
}
currentFrame = framebuffer.renderFrame(renderer, camera, world);
}
void GLFWDistribOSPRayWindow::waitOnOSPRayFrame()
{
if (currentFrame.handle() != nullptr) {
currentFrame.wait(OSP_FRAME_FINISHED);
}
}
void GLFWDistribOSPRayWindow::addObjectToCommit(OSPObject obj)
{
objectsToCommit.push_back(obj);
}
void GLFWDistribOSPRayWindow::updateTitleBar()
{
std::stringstream windowTitle;
windowTitle << "OSPRay: " << std::setprecision(3) << latestFPS << " fps";
if (latestFPS < 2.f) {
float progress = currentFrame.progress();
windowTitle << " | ";
int barWidth = 20;
std::string progBar;
progBar.resize(barWidth + 2);
auto start = progBar.begin() + 1;
auto end = start + progress * barWidth;
std::fill(start, end, '=');
std::fill(end, progBar.end(), '_');
*end = '>';
progBar.front() = '[';
progBar.back() = ']';
windowTitle << progBar;
}
glfwSetWindowTitle(glfwWindow, windowTitle.str().c_str());
}
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