gonna rewrite water a few times before its done. just getting a bunch of defaults right now.
This commit is contained in:
423
tests/wateranim.cpp
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423
tests/wateranim.cpp
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#include <iostream>
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#include <vector>
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#include <random>
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#include <algorithm>
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#include <cmath>
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#include <tuple>
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#include <unordered_set>
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#include "../util/grid/grid2.hpp"
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#include "../util/output/aviwriter.hpp"
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#include "../util/output/bmpwriter.hpp"
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#include "../util/timing_decorator.cpp"
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#include "../imgui/imgui.h"
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#include "../imgui/backends/imgui_impl_glfw.h"
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#include "../imgui/backends/imgui_impl_opengl3.h"
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#include <GLFW/glfw3.h>
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#include "../stb/stb_image.h"
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#include <thread>
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#include <atomic>
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#include <future>
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#include <mutex>
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#include <chrono>
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#ifndef M_PI
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#define M_PI = 3.1415
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#endif
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std::mutex m;
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std::atomic<bool> isGenerating{false};
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std::future<void> generationFuture;
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std::mutex previewMutex;
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std::atomic<bool> updatePreview{false};
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frame currentPreviewFrame;
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GLuint textu = 0;
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std::string previewText;
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struct Shared {
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std::mutex mutex;
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Grid2 grid;
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bool hasNewFrame = false;
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int currentFrame = 0;
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};
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struct AnimationConfig {
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int width = 1024;
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int height = 1024;
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int totalFrames = 480;
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float fps = 30.0f;
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int noisemod = 42;
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};
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void Preview(Grid2& grid) {
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TIME_FUNCTION;
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int width;
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int height;
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//std::vector<uint8_t> rgbData;
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frame rgbData = grid.getGridAsFrame(frame::colormap::RGB);
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std::cout << "Frame looks like: " << rgbData << std::endl;
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bool success = BMPWriter::saveBMP("output/grayscalesource.bmp", rgbData);
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if (!success) {
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std::cout << "yo! this failed in Preview" << std::endl;
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}
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}
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void livePreview(const Grid2& grid) {
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std::lock_guard<std::mutex> lock(previewMutex);
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currentPreviewFrame = grid.getGridAsFrame(frame::colormap::RGBA);
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glGenTextures(1, &textu);
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glBindTexture(GL_TEXTURE_2D, textu);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glBindTexture(GL_TEXTURE_2D, textu);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(),
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0, GL_RGBA, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data());
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updatePreview = true;
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}
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void flowWater(Grid2& grid, AnimationConfig config) {
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}
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bool exportavi(std::vector<frame> frames, AnimationConfig config) {
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TIME_FUNCTION;
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std::string filename = "output/chromatic_transformation.avi";
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std::cout << "Frame count: " << frames.size() << std::endl;
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// Log compression statistics for all frames
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std::cout << "\n=== Frame Compression Statistics ===" << std::endl;
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size_t totalOriginalSize = 0;
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size_t totalCompressedSize = 0;
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for (int i = 0; i < frames.size(); ++i) {
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totalOriginalSize += frames[i].getSourceSize();
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totalCompressedSize += frames[i].getTotalCompressedSize();
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}
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double overallRatio = static_cast<double>(totalOriginalSize) / totalCompressedSize;
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double overallSavings = (1.0 - 1.0/overallRatio) * 100.0;
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std::filesystem::path dir = "output";
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if (!std::filesystem::exists(dir)) {
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if (!std::filesystem::create_directories(dir)) {
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std::cout << "Failed to create output directory!" << std::endl;
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return false;
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}
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}
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bool success = AVIWriter::saveAVIFromCompressedFrames(filename, frames, frames[0].getWidth(), frames[0].getHeight(), config.fps);
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if (!success) {
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std::cout << "Failed to save AVI file!" << std::endl;
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}
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return success;
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}
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void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
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TIME_FUNCTION;
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isGenerating = true;
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try {
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Grid2 grid;
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if (gradnoise == 1) {
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grid = grid.noiseGenGrid(0,0,config.height, config.width, 0.0, 1.0, false, config.noisemod);
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}
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grid.setDefault(Vec4(0,0,0,0));
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{
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std:: lock_guard<std::mutex> lock(state.mutex);
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state.grid = grid;
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state.hasNewFrame = true;
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state.currentFrame = 0;
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}
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std::cout << "generated grid" << std::endl;
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Preview(grid);
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std::cout << "generated preview" << std::endl;
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std::vector<frame> frames;
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for (int i = 0; i < config.totalFrames; ++i){
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// Check if we should stop the generation
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if (!isGenerating) {
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std::cout << "Generation cancelled at frame " << i << std::endl;
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return;
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}
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flowWater(grid,config);
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std::lock_guard<std::mutex> lock(state.mutex);
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state.grid = grid;
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state.hasNewFrame = true;
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state.currentFrame = i;
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// Print compression info for this frame
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if (i % 10 == 0 ) {
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frame bgrframe;
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std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl;
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bgrframe = grid.getGridAsFrame(frame::colormap::BGR);
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frames.push_back(bgrframe);
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//bgrframe.decompress();
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//BMPWriter::saveBMP(std::format("output/grayscalesource.{}.bmp", i), bgrframe);
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bgrframe.compressFrameLZ78();
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//bgrframe.printCompressionStats();
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}
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}
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exportavi(frames,config);
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}
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catch (const std::exception& e) {
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std::cerr << "errored at: " << e.what() << std::endl;
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}
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isGenerating = false;
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}
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// Function to cancel ongoing generation
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void cancelGeneration() {
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if (isGenerating) {
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isGenerating = false;
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// Wait for the thread to finish (with timeout to avoid hanging)
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if (generationFuture.valid()) {
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auto status = generationFuture.wait_for(std::chrono::milliseconds(100));
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if (status != std::future_status::ready) {
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std::cout << "Waiting for generation thread to finish..." << std::endl;
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}
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}
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}
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}
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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}
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int main() {
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//static bool window = true;
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit()) {
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std::cerr << "gui stuff is dumb in c++." << std::endl;
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glfwTerminate();
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return 1;
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}
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// COPIED VERBATIM FROM IMGUI.
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100 (WebGL 1.0)
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const char* glsl_version = "#version 100";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
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const char* glsl_version = "#version 300 es";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(__APPLE__)
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// GL 3.2 + GLSL 150
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const char* glsl_version = "#version 150";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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#endif
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//ImGui::SetNextWindowSize(ImVec2(1110,667));
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//auto beg = ImGui::Begin("Gradient thing", &window);
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//if (beg) {
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// std::cout << "stuff breaks at 223" << std::endl;
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bool application_not_closed = true;
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//float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor());
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GLFWwindow* window = glfwCreateWindow((int)(1280), (int)(800), "Chromatic gradient generator thing", nullptr, nullptr);
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if (window == nullptr)
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return 1;
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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//IMGUI_CHECKVERSION(); //this might be more important than I realize. but cant run with it so currently ignoring.
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ImGui::CreateContext();
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// std::cout << "context created" << std::endl;
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ImGuiIO& io = ImGui::GetIO(); (void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
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ImGui::StyleColorsDark();
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ImGuiStyle& style = ImGui::GetStyle();
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//style.ScaleAllSizes(1); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
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//style.FontScaleDpi = 1; //will need to implement my own scaling at some point. currently just ignoring it.
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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#ifdef __EMSCRIPTEN__
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ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
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#endif
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ImGui_ImplOpenGL3_Init(glsl_version);
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// std::cout << "created glfw window" << std::endl;
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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static float f = 30.0f;
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static int i1 = 1024;
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static int i2 = 1024;
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static int i3 = 480;
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static int noisemod = 42;
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static float fs = 1.0;
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std::future<void> mainlogicthread;
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Shared state;
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Grid2 grid;
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AnimationConfig config;
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previewText = "Please generate";
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int gradnoise = true;
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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{
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ImGui::Begin("settings");
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ImGui::SliderFloat("fps", &f, 20.0f, 60.0f);
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ImGui::SliderInt("width", &i1, 256, 4096);
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ImGui::SliderInt("height", &i2, 256, 4096);
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ImGui::SliderInt("frame count", &i3, 10, 5000);
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ImGui::SliderInt("Noise Mod", &noisemod, 0, 1000);
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ImGui::SliderFloat("Scale Preview", &fs, 0.0, 2.0);
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ImGui::RadioButton("Gradient", &gradnoise, 0);
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ImGui::RadioButton("Perlin Noise", &gradnoise, 1);
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if (isGenerating) {
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ImGui::BeginDisabled();
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}
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if (ImGui::Button("Generate Animation")) {
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config = AnimationConfig(i1, i2, i3, f, noisemod);
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mainlogicthread = std::async(std::launch::async, mainLogic, config, std::ref(state), gradnoise);
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}
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if (isGenerating && textu != 0) {
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ImGui::EndDisabled();
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ImGui::SameLine();
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if (ImGui::Button("Cancel")) {
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cancelGeneration();
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}
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// Check for new frames from the generation thread
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bool hasNewFrame = false;
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{
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std::lock_guard<std::mutex> lock(state.mutex);
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if (state.hasNewFrame) {
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livePreview(state.grid);
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state.hasNewFrame = false;
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previewText = "Generating... Frame: " + std::to_string(state.currentFrame);
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}
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}
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ImGui::Text(previewText.c_str());
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if (textu != 0) {
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ImVec2 imageSize = ImVec2(config.width * fs, config.height * fs);
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ImVec2 uv_min = ImVec2(0.0f, 0.0f);
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ImVec2 uv_max = ImVec2(1.0f, 1.0f);
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ImGui::Image((void*)(intptr_t)textu, imageSize, uv_min, uv_max);
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} else {
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ImGui::Text("Generating preview...");
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}
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} else if (isGenerating) {
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ImGui::EndDisabled();
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ImGui::SameLine();
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if (ImGui::Button("Cancel")) {
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cancelGeneration();
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}
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// Check for new frames from the generation thread
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bool hasNewFrame = false;
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{
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std::lock_guard<std::mutex> lock(state.mutex);
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if (state.hasNewFrame) {
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livePreview(state.grid);
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state.hasNewFrame = false;
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previewText = "Generating... Frame: " + std::to_string(state.currentFrame);
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}
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}
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ImGui::Text(previewText.c_str());
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} else if (textu != 0){
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//ImGui::EndDisabled();
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ImGui::Text(previewText.c_str());
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if (textu != 0) {
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ImVec2 imageSize = ImVec2(config.width * 0.5f, config.height * 0.5f);
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ImVec2 uv_min = ImVec2(0.0f, 0.0f);
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ImVec2 uv_max = ImVec2(1.0f, 1.0f);
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ImGui::Image((void*)(intptr_t)textu, imageSize, uv_min, uv_max);
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} else {
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ImGui::Text("Generating preview...");
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}
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} else {
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ImGui::Text("No preview available");
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ImGui::Text("Start generation to see live preview");
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}
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//std::cout << "sleeping" << std::endl;
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std::this_thread::sleep_for(std::chrono::milliseconds(100));
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//std::cout << "ending" << std::endl;
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ImGui::End();
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}
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// std::cout << "ending frame" << std::endl;
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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// std::cout << "rendering" << std::endl;
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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//mainlogicthread.join();
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// std::cout << "swapping buffers" << std::endl;
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}
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cancelGeneration();
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// std::cout << "shutting down" << std::endl;
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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// std::cout << "destroying" << std::endl;
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glfwDestroyWindow(window);
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if (textu != 0) {
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glDeleteTextures(1, &textu);
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textu = 0;
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}
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glfwTerminate();
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FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
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// std::cout << "printing" << std::endl;
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return 0;
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}
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//I need this: https://raais.github.io/ImStudio/
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// g++ -std=c++23 -O3 -march=native -o ./bin/g2gradc ./tests/g2chromatic2.cpp -I./imgui -L./imgui -limgui -lstb `pkg-config --cflags --libs glfw3` && ./bin/g2gradc
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Reference in New Issue
Block a user