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author | Adrian Kummerlaender | 2021-06-20 11:52:06 +0200 |
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committer | Adrian Kummerlaender | 2021-06-20 11:52:06 +0200 |
commit | e657cd65bccc0c60f5666386409a5f4ae02df626 (patch) | |
tree | 8355a7f2ebd6fecfdc8b5338bb9716d9d215bca6 | |
parent | 0f0a35339723e5dc67d2e519f606e5854cfb9e96 (diff) | |
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Improve camera, volumetric example sections
-rw-r--r-- | lbm.org | 419 | ||||
-rw-r--r-- | tangle/sampler/sampler.h | 1 | ||||
-rw-r--r-- | tangle/util/camera.h | 152 | ||||
-rw-r--r-- | tangle/util/volumetric_example.h | 23 |
4 files changed, 328 insertions, 267 deletions
@@ -1019,7 +1019,7 @@ The mapping between pre- and post-collision velocities is of course specific to wall normal. We use tag dispatching for allowing the use to select which kind of wall each boundary condition call represents. -#+BEGIN_SRC cpp :eval no :main no :tangle tangle/LLBM/wall.h +#+BEGIN_SRC cpp :tangle tangle/LLBM/wall.h #pragma once template <int N_0, int N_1, int N_2=0> @@ -2336,7 +2336,7 @@ Note that we use some preprocessor trickery to get this descriptor structure wor For convenience we group all commonly required headers into a single include. -#+BEGIN_SRC cpp :eval no :main no :tangle tangle/LLBM/base.h +#+BEGIN_SRC cpp :tangle tangle/LLBM/base.h #pragma once #include "descriptor.h" @@ -4214,7 +4214,7 @@ a += attenuation * sample_attenuation; To call this render function we now only need to wrap it in a CUDA kernel that we template for given sampling and color palette functions. -#+BEGIN_SRC cpp :tangle tangle/LLBM/volumetric.h :eval no :main no +#+BEGIN_SRC cpp :tangle tangle/LLBM/volumetric.h #include <cuda-samples/Common/helper_math.h> #include <LLBM/sdf.h> @@ -4486,23 +4486,43 @@ print(', '.join([ str(pdf(x).evalf()) for x in range(-3,4) ])) : 0.00443184841193801, 0.0539909665131881, 0.241970724519143, 0.398942280401433, 0.241970724519143, 0.0539909665131881, 0.00443184841193801 *** Camera Controller +#+BEGIN_SRC cpp :tangle tangle/util/camera.h +#pragma once +#include <cuda-samples/Common/helper_math.h> +#include <glm/gtx/quaternion.hpp> +#include "SFML/Window/Event.hpp" +#+END_SRC + A convenient way of interactively controlling the view parameters of a pinhole camera is to implement a orbiting camera. This type of camera can be rotated around a central target point using the mouse. -While translation is realized easily by adding a shift vector to the current camera position, rotation -is more complex. We are going to accumulate all rotation operations in a single quaternion variable -=_rotation=. Given 3D vectors $v$ are easily rotated by a quaternion $q$ using $v^\prime = q v \overline{q}$. +While translation is realized easily by adding the same shift vector to the current camera position and +target point, rotation is more complex. Quaternions are a common object for expressing rotations of 3D +space in a easily combinable manner. -#+NAME: camera-spherical-coordinates -#+BEGIN_SRC cpp +Given 3D vectors $v$ are easily rotated by a quaternion $q$ using $v^\prime = q v \overline{q}$. + +#+BEGIN_SRC cpp :tangle tangle/util/camera.h +glm::vec3 apply(glm::quat q, glm::vec3 v) { + return glm::axis(q * glm::quat(0, v) * glm::conjugate(q)); +} +#+END_SRC + +Interactive manipulations of the rotation around a point require accumulation of individual +rotations over consecutive operations. Each single operation also results of the combination +of multiple basic rotations. Our =Camera= class is going to accumulate all rotations in a single +quaternion variable =_rotation=. + +#+BEGIN_SRC cpp :tangle tangle/util/camera.h +class Camera { +private: glm::quat _rotation; #+END_SRC -Using the rotation matrix we can compute the pinhole camera parameters. As they only change -when a rotation is performed we store them in a set of variables. +Using the rotation quaternion we can compute all pinhole camera parameters. As they only +change when a rotation is performed we store them in a set of variables. -#+NAME: camera-cartesian-coordinates -#+BEGIN_SRC cpp +#+BEGIN_SRC cpp :tangle tangle/util/camera.h glm::vec3 _target; glm::vec3 _position; glm::vec3 _forward; @@ -4511,118 +4531,135 @@ glm::vec3 _up; float _distance; #+END_SRC +Handling user input events depends on tracking some additional state to compute the +delta between current and previous mouse location as well as the currently active +manipulation. + +#+BEGIN_SRC cpp :tangle tangle/util/camera.h +float2 _lastMouse; +bool _dragging; +bool _moving; +#+END_SRC + The =update= function projects the screen space forward, right and up vectors into world space. -#+NAME: camera-projection -#+BEGIN_SRC cpp :eval no :main no -_position = _target + glm::axis(_rotation * glm::quat(0, 0, _distance, 0) * glm::conjugate(_rotation)); -_forward = glm::normalize(_target - _position); -_right = glm::axis(_rotation * glm::quat(0, -1, 0, 0) * glm::conjugate(_rotation)); -_up = glm::axis(_rotation * glm::quat(0, glm::cross(glm::vec3(0, 1, 0), glm::vec3(-1, 0, 0))) * glm::conjugate(_rotation)); -#+END_SRC - -Finally we need to handle user input events to change the translation vector -and rotation state. - -#+NAME: camera-event-handling -#+BEGIN_SRC cpp :eval no :main no -switch (event.type) { -case sf::Event::MouseWheelMoved: - _distance -= event.mouseWheel.delta * 10; - break; -case sf::Event::MouseButtonPressed: - if (event.mouseButton.button == sf::Mouse::Left) { - _dragging = true; - _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y); - } else if (event.mouseButton.button == sf::Mouse::Right) { - _moving = true; - _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y); - } - break; -case sf::Event::MouseButtonReleased: - if (event.mouseButton.button == sf::Mouse::Left) { - _dragging = false; - } else if (event.mouseButton.button == sf::Mouse::Right) { - _moving = false; - } - break; -case sf::Event::MouseMoved: - float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y); - if (_dragging) { - float2 delta = 0.005 * (mouse - _lastMouse); - glm::quat rotation_z = glm::vec3(0,0,delta.x); - glm::quat rotation_x = glm::vec3(delta.y,0,0); - _rotation *= glm::cross(rotation_x, rotation_z); - } - if (_moving) { - float2 delta = 0.04 * (mouse - _lastMouse); - _target += _right*delta.x + _up*delta.y; - } - _lastMouse = mouse; - break; +#+BEGIN_SRC cpp :tangle tangle/util/camera.h +void update() { + _position = _target + apply(_rotation, glm::vec3(0, _distance, 0)); + _forward = glm::normalize(_target - _position); + _right = apply(_rotation, glm::vec3(-1, 0, 0)); + _up = apply(_rotation, glm::cross(glm::vec3(0, 1, 0), glm::vec3(-1, 0, 0))); } #+END_SRC -#+NAME: camera -#+BEGIN_SRC cpp -class Camera { -private: - <<camera-spherical-coordinates>> - <<camera-cartesian-coordinates>> - bool _dragging; - bool _moving; - float2 _lastMouse; +The camera's initial view will be at a =distance= from a given =target= position. +#+BEGIN_SRC cpp :tangle tangle/util/camera.h public: - Camera(float3 target, float distance): - _distance(distance), - _target(target.x, target.y, target.z), - _dragging(false), - _moving(false) { - update(); - } +Camera(float3 target, float distance): + _distance(distance), + _target(target.x, target.y, target.z), + _dragging(false), + _moving(false) { + update(); +} +#+END_SRC + +The event handler accepts SFML-provided input events and selects the current manipulation +tool depending on which mouse button is pressed. + +#+BEGIN_SRC cpp :tangle tangle/util/camera.h +void handle(sf::Event& event) { + switch (event.type) { + case sf::Event::MouseButtonPressed: + if (event.mouseButton.button == sf::Mouse::Left) { + _dragging = true; + _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y); + } else if (event.mouseButton.button == sf::Mouse::Right) { + _moving = true; + _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y); + } + break; + case sf::Event::MouseButtonReleased: + if (event.mouseButton.button == sf::Mouse::Left) { + _dragging = false; + } else if (event.mouseButton.button == sf::Mouse::Right) { + _moving = false; + } + break; +#+END_SRC - void update() { - <<camera-projection>> - } +Next we change the translation and rotation vectors to zoom when the mouse wheel +is turned… - void handle(sf::Event& event) { - <<camera-event-handling>> - update(); - } +#+BEGIN_SRC cpp :tangle tangle/util/camera.h + case sf::Event::MouseWheelMoved: + _distance -= event.mouseWheel.delta * 10; + break; +#+END_SRC - float3 getPosition() const { - return make_float3(_position.x, _position.y, _position.z); - } - float3 getForward() const { - return make_float3(_forward.x, _forward.y, _forward.z); - } - float3 getRight() const { - return make_float3(_right.x, _right.y, _right.z); - } - float3 getUp() const { - return make_float3(_up.x, _up.y, _up.z); +…rotate around the current screen-relative x- and z-axis… + +#+BEGIN_SRC cpp :tangle tangle/util/camera.h + case sf::Event::MouseMoved: + float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y); + if (_dragging) { + float2 delta = 0.005 * (mouse - _lastMouse); + glm::quat rotation_z = glm::vec3(0,0,delta.x); + glm::quat rotation_x = glm::vec3(delta.y,0,0); + _rotation *= glm::cross(rotation_x, rotation_z); + } +#+END_SRC + +…or move the target point while preserving rotation. + +#+BEGIN_SRC cpp :tangle tangle/util/camera.h + if (_moving) { + float2 delta = 0.04 * (mouse - _lastMouse); + _target += _right*delta.x + _up*delta.y; + } + _lastMouse = mouse; + break; } -}; + update(); +} #+END_SRC -#+BEGIN_SRC cpp :tangle tangle/util/camera.h :eval no :main no -#include <cuda-samples/Common/helper_math.h> -#include <glm/gtx/quaternion.hpp> -#include "SFML/Window/Event.hpp" +Finally we need to provide a set of method through which the +ray marching code can access the camera parametrization. -<<camera>> +#+BEGIN_SRC cpp :tangle tangle/util/camera.h +float3 getPosition() const { + return make_float3(_position.x, _position.y, _position.z); +} +float3 getForward() const { + return make_float3(_forward.x, _forward.y, _forward.z); +} +float3 getRight() const { + return make_float3(_right.x, _right.y, _right.z); +} +float3 getUp() const { + return make_float3(_up.x, _up.y, _up.z); +} +}; #+END_SRC *** Samplers #+BEGIN_SRC cpp :tangle tangle/sampler/sampler.h #pragma once - #include <LLBM/base.h> class RenderWindow; class VolumetricRenderConfig; +#+END_SRC + +All methods for mapping interfacing lattice data and image synthesizer +share the common base class =Sampler=. This class provides a texture +buffer for storing the sampled information as well as the common +interface consisting of =sample=, =render= and =interact= methods to +be called by higher-level scaffolding. +#+BEGIN_SRC cpp :tangle tangle/sampler/sampler.h class Sampler { protected: const std::string _name; @@ -4652,8 +4689,46 @@ virtual void interact() = 0; *** Scaffolding <<sec:volumetric-scaffold>> -#+NAME: volumetric-example-add-sampler -#+BEGIN_SRC cpp +#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h +#pragma once +#include <LLBM/volumetric.h> +#include "camera.h" +#include "texture.h" +#include "colormap.h" +#include "noise.h" +#include "render_window.h" +#include "../sampler/sampler.h" +#+END_SRC + +Any =Sampler= implementations we want to provide in a given simulation are maintained in a central +=_sampler= vector. The currently selected sampling method is designated by a pointer through +which the relevant =Sampler::sample=, =Sampler::interact= and =Sampler::render= methods are +going to be called. + +#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h +class VolumetricExample : public RenderWindow { +private: +std::vector<std::unique_ptr<Sampler>> _sampler; +Sampler* _current = nullptr; +#+END_SRC + +We also maintain instances of the previously defined camera controller, render configuration, +color palette and a noise source for jittering the ray origins. + +#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h +Camera _camera; +VolumetricRenderConfig _config; +ColorPalette _palette; +NoiseSource _noise; + +int _steps_per_second = 100; +int _samples_per_second = 30; +#+END_SRC + +Example cases construct their samplers using the =add= method. + +#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h +public: template <template<typename...> class SAMPLER, typename... ARGS> void add(ARGS&&... args) { _sampler.emplace_back(new SAMPLER(std::forward<ARGS>(args)...)); @@ -4661,36 +4736,67 @@ void add(ARGS&&... args) { } #+END_SRC -Any =Sampler= implementations we want to provide in a given simulation are maintained in a central -=_sampler= vector. The currently selected sampling method is designated by a pointer through -which the relevant =Sampler::sample=, =Sampler::interact= and =Sampler::render= methods are -going to be called. +At its core the =VolumetricExample= class offers a =run= method that calls +the example-specific simulation code via the =step= callable. -The =run= method controls a separate thread for updating the simulation state separately from any -visualization. This way we can e.g. vary the simulation speed or evaluate different visualization +#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h +template <typename TIMESTEP> +void run(TIMESTEP step) { + sf::Clock last_sample; + sf::Clock last_frame; + std::size_t iStep = 0; + volatile bool simulate = true; +#+END_SRC + +Next, the method instantiates a separate thread for updating the simulation state independently +of visualization. This way we can e.g. vary the simulation speed or evaluate different visualization setups for a paused state. -#+NAME: volumetric-example-simulation-thread -#+BEGIN_SRC cpp -sf::Thread simulation([&]() { - while (this->isOpen()) { - if (last_sample.getElapsedTime().asSeconds() > 1.0 / _samples_per_second) { - _current->sample(); - cudaStreamSynchronize(cudaStreamPerThread); - last_sample.restart(); - if (simulate) { - for (unsigned i=0; i < (1.0 / _samples_per_second) * _steps_per_second; ++i) { - step(iStep++); +#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h + sf::Thread simulation([&]() { + while (this->isOpen()) { + if (last_sample.getElapsedTime().asSeconds() > 1.0 / _samples_per_second) { + _current->sample(); + cudaStreamSynchronize(cudaStreamPerThread); + last_sample.restart(); + if (simulate) { + for (unsigned i=0; i < (1.0 / _samples_per_second) * _steps_per_second; ++i) { + step(iStep++); + } } } } + }); + simulation.launch(); +#+END_SRC + +After the simulation thread has been started we enter the main visualization loop. This +loop will keep running as long as the window is opened, all the while calling the =draw= +method at the desired frame rate. + +#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h + while (this->isOpen()) { + this->draw( + [&](){ + <<volumetric-example-simulation-control>> + <<volumetric-example-render-control>> + }, + [&](sf::Event& event) { + <<volumetric-example-handle-events>> + } + ); + if (last_frame.getElapsedTime().asSeconds() > 1.0 / _samples_per_second) { + _current->render(_config); + cudaStreamSynchronize(cudaStreamPerThread); + last_frame.restart(); + } } -}); -simulation.launch(); + + simulation.wait(); +} #+END_SRC -In addition to controlling the simulation the sampler selection can be changed -interactively. +During event handling the sampler selection can be changed interactively. #+NAME: volumetric-example-simulation-control #+BEGIN_SRC cpp @@ -4738,7 +4844,7 @@ if (ImGui::CollapsingHeader("Details")) { ImGui::End(); #+END_SRC -Any input events that are not captured by the UI framework are used to control camera placement. +Any input events that are not captured by the UI framework are passed to the camera controller. #+NAME: volumetric-example-handle-events #+BEGIN_SRC cpp @@ -4750,31 +4856,9 @@ _config.camera_up = _camera.getUp(); _config.canvas_size = make_uint2(this->getRenderView().width, this->getRenderView().height); #+END_SRC -#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h -#pragma once -#include <LLBM/volumetric.h> - -#include "camera.h" -#include "texture.h" -#include "colormap.h" -#include "noise.h" -#include "render_window.h" -#include "../sampler/sampler.h" - -class VolumetricExample : public RenderWindow { -private: -std::vector<std::unique_ptr<Sampler>> _sampler; -Sampler* _current = nullptr; +Finally a constructor is needed to instantiate the rendering environment. -Camera _camera; -VolumetricRenderConfig _config; -ColorPalette _palette; -NoiseSource _noise; - -int _steps_per_second = 100; -int _samples_per_second = 30; - -public: +#+BEGIN_SRC cpp :tangle tangle/util/volumetric_example.h VolumetricExample(descriptor::CuboidD<3> cuboid): RenderWindow("LiterateLB"), _camera(make_float3(cuboid.nX/2,cuboid.nY/2,cuboid.nZ/2), cuboid.nX), @@ -4786,37 +4870,6 @@ VolumetricExample(descriptor::CuboidD<3> cuboid): this->setBlur(_config.apply_blur); } -<<volumetric-example-add-sampler>> - -template <typename TIMESTEP> -void run(TIMESTEP step) { - sf::Clock last_sample; - sf::Clock last_frame; - std::size_t iStep = 0; - volatile bool simulate = true; - - <<volumetric-example-simulation-thread>> - - while (this->isOpen()) { - this->draw( - [&](){ - <<volumetric-example-simulation-control>> - <<volumetric-example-render-control>> - }, - [&](sf::Event& event) { - <<volumetric-example-handle-events>> - } - ); - if (last_frame.getElapsedTime().asSeconds() > 1.0 / _samples_per_second) { - _current->render(_config); - cudaStreamSynchronize(cudaStreamPerThread); - last_frame.restart(); - } - } - - simulation.wait(); -} - }; #+END_SRC @@ -5012,7 +5065,7 @@ const float u_lid = 0.05; #+END_SRC #+NAME: ldc-simulation-step -#+BEGIN_SRC cpp :eval no :main no +#+BEGIN_SRC cpp lattice.apply(Operator(BgkCollideO(), bulk_mask, tau), Operator(BounceBackO(), wall_mask), Operator(BounceBackMovingWallO(), lid_mask, std::min(iStep*1e-3, 1.0)*u_lid, 0.f)); @@ -5264,7 +5317,7 @@ sweep of the lattice. This is followed by calling =BouzidiO= on the SDF-generate boundary configuration. #+NAME: magnus-simulation-step -#+BEGIN_SRC cpp :eval no :main no +#+BEGIN_SRC cpp lattice.apply(Operator(BgkCollideO(), bulk_mask, tau), Operator(BounceBackFreeSlipO(), wall_mask, WallNormal<0,1>()), Operator(EquilibriumVelocityWallO(), inflow_mask, std::min(iStep*1e-5, 1.)*u_inflow, WallNormal<1,0>()), @@ -5727,7 +5780,7 @@ As 3D simulations are generally what is of relevance for practical applications using a =D3Q19= lattice of single and double precision values. #+NAME: benchmark-ldc-setup-lattice -#+BEGIN_SRC cpp :eval no :main no +#+BEGIN_SRC cpp Lattice<DESCRIPTOR,T> lattice(cuboid); CellMaterials<DESCRIPTOR> materials(cuboid, [&cuboid](uint3 p) -> int { @@ -5758,7 +5811,7 @@ cudaDeviceSynchronize(); The simulation step consists of BGK collisions in the bulk and bounce back boundaries at the sides. #+NAME: benchmark-ldc-simulation-step -#+BEGIN_SRC cpp :eval no :main no +#+BEGIN_SRC cpp lattice.apply(Operator(BgkCollideO(), bulk_mask, 0.56), Operator(BounceBackO(), box_mask), Operator(BounceBackMovingWallO(), lid_mask, 0.05f, 0.f, 0.f)); diff --git a/tangle/sampler/sampler.h b/tangle/sampler/sampler.h index ccc50b1..a631bae 100644 --- a/tangle/sampler/sampler.h +++ b/tangle/sampler/sampler.h @@ -1,5 +1,4 @@ #pragma once - #include <LLBM/base.h> class RenderWindow; diff --git a/tangle/util/camera.h b/tangle/util/camera.h index 4f31489..aa334d9 100644 --- a/tangle/util/camera.h +++ b/tangle/util/camera.h @@ -1,85 +1,95 @@ +#pragma once #include <cuda-samples/Common/helper_math.h> #include <glm/gtx/quaternion.hpp> #include "SFML/Window/Event.hpp" +glm::vec3 apply(glm::quat q, glm::vec3 v) { + return glm::axis(q * glm::quat(0, v) * glm::conjugate(q)); +} + class Camera { private: - glm::quat _rotation; - glm::vec3 _target; - glm::vec3 _position; - glm::vec3 _forward; - glm::vec3 _right; - glm::vec3 _up; - float _distance; - bool _dragging; - bool _moving; - float2 _lastMouse; +glm::quat _rotation; + +glm::vec3 _target; +glm::vec3 _position; +glm::vec3 _forward; +glm::vec3 _right; +glm::vec3 _up; +float _distance; + +float2 _lastMouse; +bool _dragging; +bool _moving; + +void update() { + _position = _target + apply(_rotation, glm::vec3(0, _distance, 0)); + _forward = glm::normalize(_target - _position); + _right = apply(_rotation, glm::vec3(-1, 0, 0)); + _up = apply(_rotation, glm::cross(glm::vec3(0, 1, 0), glm::vec3(-1, 0, 0))); +} public: - Camera(float3 target, float distance): - _distance(distance), - _target(target.x, target.y, target.z), - _dragging(false), - _moving(false) { - update(); - } +Camera(float3 target, float distance): + _distance(distance), + _target(target.x, target.y, target.z), + _dragging(false), + _moving(false) { + update(); +} - void update() { - _position = _target + glm::axis(_rotation * glm::quat(0, 0, _distance, 0) * glm::conjugate(_rotation)); - _forward = glm::normalize(_target - _position); - _right = glm::axis(_rotation * glm::quat(0, -1, 0, 0) * glm::conjugate(_rotation)); - _up = glm::axis(_rotation * glm::quat(0, glm::cross(glm::vec3(0, 1, 0), glm::vec3(-1, 0, 0))) * glm::conjugate(_rotation)); - } +void handle(sf::Event& event) { + switch (event.type) { + case sf::Event::MouseButtonPressed: + if (event.mouseButton.button == sf::Mouse::Left) { + _dragging = true; + _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y); + } else if (event.mouseButton.button == sf::Mouse::Right) { + _moving = true; + _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y); + } + break; + case sf::Event::MouseButtonReleased: + if (event.mouseButton.button == sf::Mouse::Left) { + _dragging = false; + } else if (event.mouseButton.button == sf::Mouse::Right) { + _moving = false; + } + break; - void handle(sf::Event& event) { - switch (event.type) { - case sf::Event::MouseWheelMoved: - _distance -= event.mouseWheel.delta * 10; - break; - case sf::Event::MouseButtonPressed: - if (event.mouseButton.button == sf::Mouse::Left) { - _dragging = true; - _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y); - } else if (event.mouseButton.button == sf::Mouse::Right) { - _moving = true; - _lastMouse = make_float2(event.mouseButton.x, event.mouseButton.y); - } - break; - case sf::Event::MouseButtonReleased: - if (event.mouseButton.button == sf::Mouse::Left) { - _dragging = false; - } else if (event.mouseButton.button == sf::Mouse::Right) { - _moving = false; - } - break; - case sf::Event::MouseMoved: - float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y); - if (_dragging) { - float2 delta = 0.005 * (mouse - _lastMouse); - glm::quat rotation_z = glm::vec3(0,0,delta.x); - glm::quat rotation_x = glm::vec3(delta.y,0,0); - _rotation *= glm::cross(rotation_x, rotation_z); - } - if (_moving) { - float2 delta = 0.04 * (mouse - _lastMouse); - _target += _right*delta.x + _up*delta.y; - } - _lastMouse = mouse; - break; + case sf::Event::MouseWheelMoved: + _distance -= event.mouseWheel.delta * 10; + break; + + case sf::Event::MouseMoved: + float2 mouse = make_float2(event.mouseMove.x, event.mouseMove.y); + if (_dragging) { + float2 delta = 0.005 * (mouse - _lastMouse); + glm::quat rotation_z = glm::vec3(0,0,delta.x); + glm::quat rotation_x = glm::vec3(delta.y,0,0); + _rotation *= glm::cross(rotation_x, rotation_z); } - update(); - } - float3 getPosition() const { - return make_float3(_position.x, _position.y, _position.z); - } - float3 getForward() const { - return make_float3(_forward.x, _forward.y, _forward.z); - } - float3 getRight() const { - return make_float3(_right.x, _right.y, _right.z); - } - float3 getUp() const { - return make_float3(_up.x, _up.y, _up.z); + if (_moving) { + float2 delta = 0.04 * (mouse - _lastMouse); + _target += _right*delta.x + _up*delta.y; + } + _lastMouse = mouse; + break; } + update(); +} + +float3 getPosition() const { + return make_float3(_position.x, _position.y, _position.z); +} +float3 getForward() const { + return make_float3(_forward.x, _forward.y, _forward.z); +} +float3 getRight() const { + return make_float3(_right.x, _right.y, _right.z); +} +float3 getUp() const { + return make_float3(_up.x, _up.y, _up.z); +} }; diff --git a/tangle/util/volumetric_example.h b/tangle/util/volumetric_example.h index cbcb2d2..3310655 100644 --- a/tangle/util/volumetric_example.h +++ b/tangle/util/volumetric_example.h @@ -1,6 +1,5 @@ #pragma once #include <LLBM/volumetric.h> - #include "camera.h" #include "texture.h" #include "colormap.h" @@ -22,17 +21,6 @@ int _steps_per_second = 100; int _samples_per_second = 30; public: -VolumetricExample(descriptor::CuboidD<3> cuboid): - RenderWindow("LiterateLB"), - _camera(make_float3(cuboid.nX/2,cuboid.nY/2,cuboid.nZ/2), cuboid.nX), - _config(cuboid), - _palette(_config.palette), - _noise(_config.noise) -{ - _config.canvas = this->getRenderSurface(); - this->setBlur(_config.apply_blur); -} - template <template<typename...> class SAMPLER, typename... ARGS> void add(ARGS&&... args) { _sampler.emplace_back(new SAMPLER(std::forward<ARGS>(args)...)); @@ -120,4 +108,15 @@ void run(TIMESTEP step) { simulation.wait(); } +VolumetricExample(descriptor::CuboidD<3> cuboid): + RenderWindow("LiterateLB"), + _camera(make_float3(cuboid.nX/2,cuboid.nY/2,cuboid.nZ/2), cuboid.nX), + _config(cuboid), + _palette(_config.palette), + _noise(_config.noise) +{ + _config.canvas = this->getRenderSurface(); + this->setBlur(_config.apply_blur); +} + }; |