Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2023 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include "imgui.h"
#include "nvh/cameramanipulator.hpp"
#include "nvvkhl/application.hpp"
/*--------------------------------------------------------------------------------------------------
This is catching the interaction of the mouse and keyboard to modify the Singleton Camera of the scene.
--------------------------------------------------------------------------------------------------*/
namespace nvvkhl {
struct ElementCamera : public nvvkhl::IAppElement
{
void onUIRender() override
{
CameraManip.updateAnim(); // This makes the camera to transition smoothly to the new position
ImGui::Begin("Viewport");
ImVec2 m_viewportSize = ImGui::GetContentRegionAvail();
CameraManip.setWindowSize(static_cast<int>(m_viewportSize.x), static_cast<int>(m_viewportSize.y));
// If the mouse cursor is over the "Viewport", check for all inputs that can manipulate
// the camera.
if(ImGui::IsWindowHovered(ImGuiFocusedFlags_RootWindow))
{
updateCamera();
}
ImGui::End();
}
//--------------------------------------------------------------------------------------------------
// Fit the camera to the Bounding box
//
void fitCamera(const nvmath::vec3f& boxMin, const nvmath::vec3f& boxMax, bool instantFit /*= true*/) const
{
float aspect_ratio = static_cast<float>(m_viewportSize.x / m_viewportSize.y);
CameraManip.fit(boxMin, boxMax, instantFit, false, aspect_ratio);
}
void setSceneRadius(float r) { m_sceneRadius = r; }
private:
void updateCamera()
{
// measure one frame at a time
float factor = ImGui::GetIO().DeltaTime * 5.0F * m_sceneRadius;
m_inputs.lmb = ImGui::IsMouseDown(ImGuiMouseButton_Left);
m_inputs.rmb = ImGui::IsMouseDown(ImGuiMouseButton_Right);
m_inputs.mmb = ImGui::IsMouseDown(ImGuiMouseButton_Middle);
m_inputs.ctrl = ImGui::IsKeyDown(ImGuiKey_LeftCtrl) || ImGui::IsKeyDown(ImGuiKey_RightCtrl);
m_inputs.shift = ImGui::IsKeyDown(ImGuiKey_LeftShift) || ImGui::IsKeyDown(ImGuiKey_RightShift);
m_inputs.alt = ImGui::IsKeyDown(ImGuiKey_LeftAlt) || ImGui::IsKeyDown(ImGuiKey_RightAlt);
auto mouse_pos = ImGui::GetMousePos();
// For all pressed keys - apply the action
CameraManip.keyMotion(0, 0, nvh::CameraManipulator::NoAction);
if(!(ImGui::IsKeyDown(ImGuiMod_Alt) || ImGui::IsKeyDown(ImGuiMod_Ctrl) || ImGui::IsKeyDown(ImGuiMod_Shift)))
{
if(ImGui::IsKeyDown(ImGuiKey_W))
{
CameraManip.keyMotion(factor, 0, nvh::CameraManipulator::Dolly);
}
if(ImGui::IsKeyDown(ImGuiKey_S))
{
CameraManip.keyMotion(-factor, 0, nvh::CameraManipulator::Dolly);
}
if(ImGui::IsKeyDown(ImGuiKey_D) || ImGui::IsKeyDown(ImGuiKey_RightArrow))
{
CameraManip.keyMotion(factor, 0, nvh::CameraManipulator::Pan);
}
if(ImGui::IsKeyDown(ImGuiKey_A) || ImGui::IsKeyDown(ImGuiKey_LeftArrow))
{
CameraManip.keyMotion(-factor, 0, nvh::CameraManipulator::Pan);
}
if(ImGui::IsKeyDown(ImGuiKey_UpArrow))
{
CameraManip.keyMotion(0, factor, nvh::CameraManipulator::Pan);
}
if(ImGui::IsKeyDown(ImGuiKey_DownArrow))
{
CameraManip.keyMotion(0, -factor, nvh::CameraManipulator::Pan);
}
}
if(ImGui::IsMouseClicked(ImGuiMouseButton_Left) || ImGui::IsMouseClicked(ImGuiMouseButton_Middle)
|| ImGui::IsMouseClicked(ImGuiMouseButton_Right))
{
CameraManip.setMousePosition(static_cast<int>(mouse_pos.x), static_cast<int>(mouse_pos.y));
}
if(ImGui::IsMouseDragging(ImGuiMouseButton_Left, 1.0F) || ImGui::IsMouseDragging(ImGuiMouseButton_Middle, 1.0F)
|| ImGui::IsMouseDragging(ImGuiMouseButton_Right, 1.0F))
{
CameraManip.mouseMove(static_cast<int>(mouse_pos.x), static_cast<int>(mouse_pos.y), m_inputs);
}
// Mouse Wheel
if(ImGui::GetIO().MouseWheel != 0.0F)
{
CameraManip.wheel(static_cast<int>(ImGui::GetIO().MouseWheel * 3), m_inputs);
}
}
ImVec2 m_viewportSize{0, 0};
float m_sceneRadius{10.0F};
nvh::CameraManipulator::Inputs m_inputs; // Mouse button pressed
};
} // namespace nvvkhl