finally fixed bmp bgr/rgb bug.

This commit is contained in:
Yggdrasil75
2026-01-07 13:12:19 -05:00
parent 7c569afd46
commit 65f2464c70
5 changed files with 131 additions and 350 deletions

View File

@@ -66,12 +66,12 @@ bool renderView(const std::string& filename, VoxelGrid& grid, const Vec3f& posit
size_t height = RENDER_HEIGHT;
// Render the view
//frame output = grid.renderFrame(position, direction, up, 40, RENDER_WIDTH, RENDER_HEIGHT);
grid.renderOut(renderBuffer, width, height, cam);
frame output = grid.renderFrame(position, direction, up, 40, RENDER_WIDTH, RENDER_HEIGHT);
//grid.renderOut(renderBuffer, width, height, cam);
// Save to BMP
//bool success = BMPWriter::saveBMP(filename, output);
bool success = BMPWriter::saveBMP(filename, renderBuffer, width, height);
bool success = BMPWriter::saveBMP(filename, output);
//bool success = BMPWriter::saveBMP(filename, renderBuffer, width, height);
// if (success) {
// std::cout << "Saved: " << filename << std::endl;
@@ -143,52 +143,52 @@ int main() {
Vec3f baseDirection(0, 0, -1); // Looking towards negative Z (towards center)
Vec3f up(0, 1, 0);
// Render frames around 180 degrees
for (int i = 0; i <= numFrames; i++) {
float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
// // Render frames around 180 degrees
// for (int i = 0; i <= numFrames; i++) {
// float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
// Rotate camera position around Y axis
Vec3f rotatedPos = rotateY(basePosition, angle);
Vec3f finalPos = gridCenter + rotatedPos;
//Vec3f rotatedDir = rotateY(baseDirection, angle);
Vec3f rotatedDir = (gridCenter - finalPos).normalized();
// // Rotate camera position around Y axis
// Vec3f rotatedPos = rotateY(basePosition, angle);
// Vec3f finalPos = gridCenter + rotatedPos;
// //Vec3f rotatedDir = rotateY(baseDirection, angle);
// Vec3f rotatedDir = (gridCenter - finalPos).normalized();
// Create filename with frame number
char filename[256];
snprintf(filename, sizeof(filename), "output/framey_%03d.bmp", i);
// // Create filename with frame number
// char filename[256];
// snprintf(filename, sizeof(filename), "output/framey_%03d.bmp", i);
// std::cout << "Rendering frame " << i << "/" << numFrames
// << " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
// // std::cout << "Rendering frame " << i << "/" << numFrames
// // << " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
renderView(filename, grid, finalPos, rotatedDir, up);
}
// renderView(filename, grid, finalPos, rotatedDir, up);
// }
basePosition = Vec3f(0, 0, cameraDistance);
baseDirection = Vec3f(0, 0, -1);
up = Vec3f(0, 1, 0);
// basePosition = Vec3f(0, 0, cameraDistance);
// baseDirection = Vec3f(0, 0, -1);
// up = Vec3f(0, 1, 0);
for (int i = 0; i <= numFrames; i++) {
float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
// for (int i = 0; i <= numFrames; i++) {
// float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
// Rotate camera position around Y axis
Vec3f rotatedPos = rotateZ(basePosition, angle);
Vec3f finalPos = gridCenter + rotatedPos;
//Vec3f rotatedDir = rotateY(baseDirection, angle);
Vec3f rotatedDir = (gridCenter - finalPos).normalized();
// // Rotate camera position around Y axis
// Vec3f rotatedPos = rotateZ(basePosition, angle);
// Vec3f finalPos = gridCenter + rotatedPos;
// //Vec3f rotatedDir = rotateY(baseDirection, angle);
// Vec3f rotatedDir = (gridCenter - finalPos).normalized();
// Create filename with frame number
char filename[256];
snprintf(filename, sizeof(filename), "output/framez_%03d.bmp", i);
// // Create filename with frame number
// char filename[256];
// snprintf(filename, sizeof(filename), "output/framez_%03d.bmp", i);
// std::cout << "Rendering frame " << i << "/" << numFrames
// << " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
// // std::cout << "Rendering frame " << i << "/" << numFrames
// // << " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
renderView(filename, grid, finalPos, rotatedDir, up);
}
// renderView(filename, grid, finalPos, rotatedDir, up);
// }
basePosition = Vec3f(0, 0, cameraDistance);
baseDirection = Vec3f(0, 0, -1);
up = Vec3f(0, 1, 0);
// basePosition = Vec3f(0, 0, cameraDistance);
// baseDirection = Vec3f(0, 0, -1);
// up = Vec3f(0, 1, 0);
for (int i = 0; i <= numFrames; i++) {
float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
@@ -203,8 +203,8 @@ int main() {
char filename[256];
snprintf(filename, sizeof(filename), "output/framex_%03d.bmp", i);
// std::cout << "Rendering frame " << i << "/" << numFrames
// << " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
std::cout << "Rendering frame " << i << "/" << numFrames
<< " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
renderView(filename, grid, finalPos, rotatedDir, up);
}