gonna rewrite water a few times before its done. just getting a bunch of defaults right now.

This commit is contained in:
yggdrasil75
2025-11-23 08:23:34 -05:00
parent c4b6cd6c54
commit 6a05161b70
4 changed files with 601 additions and 1 deletions

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@@ -227,6 +227,7 @@ bool exportavi(std::vector<frame> frames, AnimationConfig config) {
}
void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
TIME_FUNCTION;
isGenerating = true;
try {
Grid2 grid;
@@ -369,7 +370,6 @@ int main() {
// std::cout << "created glfw window" << std::endl;
// Our state
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);

423
tests/wateranim.cpp Normal file
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@@ -0,0 +1,423 @@
#include <iostream>
#include <vector>
#include <random>
#include <algorithm>
#include <cmath>
#include <tuple>
#include <unordered_set>
#include "../util/grid/grid2.hpp"
#include "../util/output/aviwriter.hpp"
#include "../util/output/bmpwriter.hpp"
#include "../util/timing_decorator.cpp"
#include "../imgui/imgui.h"
#include "../imgui/backends/imgui_impl_glfw.h"
#include "../imgui/backends/imgui_impl_opengl3.h"
#include <GLFW/glfw3.h>
#include "../stb/stb_image.h"
#include <thread>
#include <atomic>
#include <future>
#include <mutex>
#include <chrono>
#ifndef M_PI
#define M_PI = 3.1415
#endif
std::mutex m;
std::atomic<bool> isGenerating{false};
std::future<void> generationFuture;
std::mutex previewMutex;
std::atomic<bool> updatePreview{false};
frame currentPreviewFrame;
GLuint textu = 0;
std::string previewText;
struct Shared {
std::mutex mutex;
Grid2 grid;
bool hasNewFrame = false;
int currentFrame = 0;
};
struct AnimationConfig {
int width = 1024;
int height = 1024;
int totalFrames = 480;
float fps = 30.0f;
int noisemod = 42;
};
void Preview(Grid2& grid) {
TIME_FUNCTION;
int width;
int height;
//std::vector<uint8_t> rgbData;
frame rgbData = grid.getGridAsFrame(frame::colormap::RGB);
std::cout << "Frame looks like: " << rgbData << std::endl;
bool success = BMPWriter::saveBMP("output/grayscalesource.bmp", rgbData);
if (!success) {
std::cout << "yo! this failed in Preview" << std::endl;
}
}
void livePreview(const Grid2& grid) {
std::lock_guard<std::mutex> lock(previewMutex);
currentPreviewFrame = grid.getGridAsFrame(frame::colormap::RGBA);
glGenTextures(1, &textu);
glBindTexture(GL_TEXTURE_2D, textu);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, textu);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(),
0, GL_RGBA, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data());
updatePreview = true;
}
void flowWater(Grid2& grid, AnimationConfig config) {
}
bool exportavi(std::vector<frame> frames, AnimationConfig config) {
TIME_FUNCTION;
std::string filename = "output/chromatic_transformation.avi";
std::cout << "Frame count: " << frames.size() << std::endl;
// Log compression statistics for all frames
std::cout << "\n=== Frame Compression Statistics ===" << std::endl;
size_t totalOriginalSize = 0;
size_t totalCompressedSize = 0;
for (int i = 0; i < frames.size(); ++i) {
totalOriginalSize += frames[i].getSourceSize();
totalCompressedSize += frames[i].getTotalCompressedSize();
}
double overallRatio = static_cast<double>(totalOriginalSize) / totalCompressedSize;
double overallSavings = (1.0 - 1.0/overallRatio) * 100.0;
std::filesystem::path dir = "output";
if (!std::filesystem::exists(dir)) {
if (!std::filesystem::create_directories(dir)) {
std::cout << "Failed to create output directory!" << std::endl;
return false;
}
}
bool success = AVIWriter::saveAVIFromCompressedFrames(filename, frames, frames[0].getWidth(), frames[0].getHeight(), config.fps);
if (!success) {
std::cout << "Failed to save AVI file!" << std::endl;
}
return success;
}
void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
TIME_FUNCTION;
isGenerating = true;
try {
Grid2 grid;
if (gradnoise == 1) {
grid = grid.noiseGenGrid(0,0,config.height, config.width, 0.0, 1.0, false, config.noisemod);
}
grid.setDefault(Vec4(0,0,0,0));
{
std:: lock_guard<std::mutex> lock(state.mutex);
state.grid = grid;
state.hasNewFrame = true;
state.currentFrame = 0;
}
std::cout << "generated grid" << std::endl;
Preview(grid);
std::cout << "generated preview" << std::endl;
std::vector<frame> frames;
for (int i = 0; i < config.totalFrames; ++i){
// Check if we should stop the generation
if (!isGenerating) {
std::cout << "Generation cancelled at frame " << i << std::endl;
return;
}
flowWater(grid,config);
std::lock_guard<std::mutex> lock(state.mutex);
state.grid = grid;
state.hasNewFrame = true;
state.currentFrame = i;
// Print compression info for this frame
if (i % 10 == 0 ) {
frame bgrframe;
std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl;
bgrframe = grid.getGridAsFrame(frame::colormap::BGR);
frames.push_back(bgrframe);
//bgrframe.decompress();
//BMPWriter::saveBMP(std::format("output/grayscalesource.{}.bmp", i), bgrframe);
bgrframe.compressFrameLZ78();
//bgrframe.printCompressionStats();
}
}
exportavi(frames,config);
}
catch (const std::exception& e) {
std::cerr << "errored at: " << e.what() << std::endl;
}
isGenerating = false;
}
// Function to cancel ongoing generation
void cancelGeneration() {
if (isGenerating) {
isGenerating = false;
// Wait for the thread to finish (with timeout to avoid hanging)
if (generationFuture.valid()) {
auto status = generationFuture.wait_for(std::chrono::milliseconds(100));
if (status != std::future_status::ready) {
std::cout << "Waiting for generation thread to finish..." << std::endl;
}
}
}
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
int main() {
//static bool window = true;
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
std::cerr << "gui stuff is dumb in c++." << std::endl;
glfwTerminate();
return 1;
}
// COPIED VERBATIM FROM IMGUI.
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
//ImGui::SetNextWindowSize(ImVec2(1110,667));
//auto beg = ImGui::Begin("Gradient thing", &window);
//if (beg) {
// std::cout << "stuff breaks at 223" << std::endl;
bool application_not_closed = true;
//float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor());
GLFWwindow* window = glfwCreateWindow((int)(1280), (int)(800), "Chromatic gradient generator thing", nullptr, nullptr);
if (window == nullptr)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
//IMGUI_CHECKVERSION(); //this might be more important than I realize. but cant run with it so currently ignoring.
ImGui::CreateContext();
// std::cout << "context created" << std::endl;
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui::StyleColorsDark();
ImGuiStyle& style = ImGui::GetStyle();
//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)
//style.FontScaleDpi = 1; //will need to implement my own scaling at some point. currently just ignoring it.
ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version);
// std::cout << "created glfw window" << std::endl;
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
static float f = 30.0f;
static int i1 = 1024;
static int i2 = 1024;
static int i3 = 480;
static int noisemod = 42;
static float fs = 1.0;
std::future<void> mainlogicthread;
Shared state;
Grid2 grid;
AnimationConfig config;
previewText = "Please generate";
int gradnoise = true;
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
ImGui::Begin("settings");
ImGui::SliderFloat("fps", &f, 20.0f, 60.0f);
ImGui::SliderInt("width", &i1, 256, 4096);
ImGui::SliderInt("height", &i2, 256, 4096);
ImGui::SliderInt("frame count", &i3, 10, 5000);
ImGui::SliderInt("Noise Mod", &noisemod, 0, 1000);
ImGui::SliderFloat("Scale Preview", &fs, 0.0, 2.0);
ImGui::RadioButton("Gradient", &gradnoise, 0);
ImGui::RadioButton("Perlin Noise", &gradnoise, 1);
if (isGenerating) {
ImGui::BeginDisabled();
}
if (ImGui::Button("Generate Animation")) {
config = AnimationConfig(i1, i2, i3, f, noisemod);
mainlogicthread = std::async(std::launch::async, mainLogic, config, std::ref(state), gradnoise);
}
if (isGenerating && textu != 0) {
ImGui::EndDisabled();
ImGui::SameLine();
if (ImGui::Button("Cancel")) {
cancelGeneration();
}
// Check for new frames from the generation thread
bool hasNewFrame = false;
{
std::lock_guard<std::mutex> lock(state.mutex);
if (state.hasNewFrame) {
livePreview(state.grid);
state.hasNewFrame = false;
previewText = "Generating... Frame: " + std::to_string(state.currentFrame);
}
}
ImGui::Text(previewText.c_str());
if (textu != 0) {
ImVec2 imageSize = ImVec2(config.width * fs, config.height * fs);
ImVec2 uv_min = ImVec2(0.0f, 0.0f);
ImVec2 uv_max = ImVec2(1.0f, 1.0f);
ImGui::Image((void*)(intptr_t)textu, imageSize, uv_min, uv_max);
} else {
ImGui::Text("Generating preview...");
}
} else if (isGenerating) {
ImGui::EndDisabled();
ImGui::SameLine();
if (ImGui::Button("Cancel")) {
cancelGeneration();
}
// Check for new frames from the generation thread
bool hasNewFrame = false;
{
std::lock_guard<std::mutex> lock(state.mutex);
if (state.hasNewFrame) {
livePreview(state.grid);
state.hasNewFrame = false;
previewText = "Generating... Frame: " + std::to_string(state.currentFrame);
}
}
ImGui::Text(previewText.c_str());
} else if (textu != 0){
//ImGui::EndDisabled();
ImGui::Text(previewText.c_str());
if (textu != 0) {
ImVec2 imageSize = ImVec2(config.width * 0.5f, config.height * 0.5f);
ImVec2 uv_min = ImVec2(0.0f, 0.0f);
ImVec2 uv_max = ImVec2(1.0f, 1.0f);
ImGui::Image((void*)(intptr_t)textu, imageSize, uv_min, uv_max);
} else {
ImGui::Text("Generating preview...");
}
} else {
ImGui::Text("No preview available");
ImGui::Text("Start generation to see live preview");
}
//std::cout << "sleeping" << std::endl;
std::this_thread::sleep_for(std::chrono::milliseconds(100));
//std::cout << "ending" << std::endl;
ImGui::End();
}
// std::cout << "ending frame" << std::endl;
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
// std::cout << "rendering" << std::endl;
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
//mainlogicthread.join();
// std::cout << "swapping buffers" << std::endl;
}
cancelGeneration();
// std::cout << "shutting down" << std::endl;
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
// std::cout << "destroying" << std::endl;
glfwDestroyWindow(window);
if (textu != 0) {
glDeleteTextures(1, &textu);
textu = 0;
}
glfwTerminate();
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
// std::cout << "printing" << std::endl;
return 0;
}
//I need this: https://raais.github.io/ImStudio/
// 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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@@ -8,6 +8,7 @@
#include "../timing_decorator.hpp"
#include "../output/frame.hpp"
#include "../noise/pnoise2.hpp"
#include "../simblocks/water.hpp"
#include <vector>
#include <unordered_set>
@@ -203,6 +204,10 @@ protected:
Vec4 defaultBackgroundColor = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
PNoise2 noisegen;
//water
std::unordered_map<size_t, WaterParticle> water;
public:
bool usable = false;

172
util/simblocks/water.hpp Normal file
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@@ -0,0 +1,172 @@
#ifndef WATER_HPP
#define WATER_HPP
#include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec3.hpp"
#include <cmath>
// Water constants (SI units: Kelvin, Pascals, Meters)
struct WaterConstants {
// Thermodynamic properties at STP (Standard Temperature and Pressure)
static constexpr float STANDARD_TEMPERATURE = 293.15f;
static constexpr float STANDARD_PRESSURE = 101325.0f;
static constexpr float FREEZING_POINT = 273.15f;
static constexpr float BOILING_POINT = 373.15f;
// Reference densities (kg/m³)
static constexpr float DENSITY_STP = 998.0f;
static constexpr float DENSITY_0C = 999.8f;
static constexpr float DENSITY_4C = 1000.0f;
// Viscosity reference values (Pa·s)
static constexpr float VISCOSITY_0C = 0.001792f;
static constexpr float VISCOSITY_20C = 0.001002f;
static constexpr float VISCOSITY_100C = 0.000282f;
// Thermal properties
static constexpr float SPECIFIC_HEAT_CAPACITY = 4182.0f;
static constexpr float THERMAL_CONDUCTIVITY = 0.598f;
static constexpr float LATENT_HEAT_VAPORIZATION = 2257000.0f;
static constexpr float LATENT_HEAT_FUSION = 334000.0f;
// Other physical constants
static constexpr float SURFACE_TENSION = 0.0728f;
static constexpr float SPEED_OF_SOUND = 1482.0f;
static constexpr float BULK_MODULUS = 2.15e9f;
};
class WaterThermodynamics {
public:
// Calculate density based on temperature (empirical relationship for 0-100°C)
static float calculateDensity(float temperature_K) {
// Empirical formula for pure water density vs temperature
float T = temperature_K - 273.15f; // Convert to Celsius for empirical formulas
if (T <= 0.0f) return WaterConstants::DENSITY_0C;
if (T >= 100.0f) return 958.4f; // Density at 100°C
// Polynomial approximation for 0-100°C range
return 1000.0f * (1.0f - (T + 288.9414f) * (T - 3.9863f) * (T - 3.9863f) /
(508929.2f * (T + 68.12963f)));
}
// Calculate dynamic viscosity based on temperature (using Vogel-Fulcher-Tammann equation)
static float calculateViscosity(float temperature_K) {
float T = temperature_K;
// Vogel-Fulcher-Tammann equation parameters for water
constexpr float A = -3.7188f;
constexpr float B = 578.919f;
constexpr float C = -137.546f;
return 0.001f * std::exp(A + B / (T - C)); // Returns in Pa·s
}
// Calculate viscosity using simpler Arrhenius-type equation (good for 0-100°C)
static float calculateViscositySimple(float temperature_K) {
float T = temperature_K - 273.15f; // Celsius
if (T <= 0.0f) return WaterConstants::VISCOSITY_0C;
if (T >= 100.0f) return WaterConstants::VISCOSITY_100C;
// Simple exponential decay model for 0-100°C range
return 0.001792f * std::exp(-0.024f * T);
}
// Calculate thermal conductivity (W/(m·K))
static float calculateThermalConductivity(float temperature_K) {
float T = temperature_K - 273.15f; // Celsius
// Linear approximation for 0-100°C
return 0.561f + 0.002f * T - 0.00001f * T * T;
}
// Calculate surface tension (N/m)
static float calculateSurfaceTension(float temperature_K) {
float T = temperature_K - 273.15f; // Celsius
// Linear decrease with temperature
return 0.07564f - 0.000141f * T - 0.00000025f * T * T;
}
// Calculate speed of sound in water (m/s)
static float calculateSpeedOfSound(float temperature_K, float pressure_Pa = WaterConstants::STANDARD_PRESSURE) {
float T = temperature_K - 273.15f; // Celsius
// Empirical formula for pure water
return 1402.5f + 5.0f * T - 0.055f * T * T + 0.0003f * T * T * T;
}
// Calculate bulk modulus (compressibility) in Pa
static float calculateBulkModulus(float temperature_K, float pressure_Pa = WaterConstants::STANDARD_PRESSURE) {
float T = temperature_K - 273.15f; // Celsius
// Approximation - decreases slightly with temperature
return WaterConstants::BULK_MODULUS * (1.0f - 0.0001f * T);
}
// Check if water should change phase
static bool isFrozen(float temperature_K, float pressure_Pa = WaterConstants::STANDARD_PRESSURE) {
return temperature_K <= WaterConstants::FREEZING_POINT;
}
static bool isBoiling(float temperature_K, float pressure_Pa = WaterConstants::STANDARD_PRESSURE) {
// Simple boiling point calculation (neglecting pressure effects for simplicity)
return temperature_K >= WaterConstants::BOILING_POINT;
}
};
struct WaterParticle {
Vec3 velocity;
Vec3 acceleration;
Vec3 force;
float temperature;
float pressure;
float density;
float mass;
float viscosity;
float volume;
float energy;
WaterParticle(float percent = 1.0f, float temp_K = WaterConstants::STANDARD_TEMPERATURE)
: velocity(0, 0, 0), acceleration(0, 0, 0), force(0, 0, 0),
temperature(temp_K), pressure(WaterConstants::STANDARD_PRESSURE),
volume(1.0f * percent) {
updateThermodynamicProperties();
// Mass is density × volume
mass = density * volume;
energy = mass * WaterConstants::SPECIFIC_HEAT_CAPACITY * temperature;
}
// Update all temperature-dependent properties
void updateThermodynamicProperties() {
density = WaterThermodynamics::calculateDensity(temperature);
viscosity = WaterThermodynamics::calculateViscosity(temperature);
// If we have a fixed mass, adjust volume for density changes
if (mass > 0.0f) {
volume = mass / density;
}
}
// Add thermal energy and update temperature
void addThermalEnergy(float energy_joules) {
energy += energy_joules;
temperature = energy / (mass * WaterConstants::SPECIFIC_HEAT_CAPACITY);
updateThermodynamicProperties();
}
// Set temperature directly
void setTemperature(float temp_K) {
temperature = temp_K;
energy = mass * WaterConstants::SPECIFIC_HEAT_CAPACITY * temperature;
updateThermodynamicProperties();
}
// Check phase state
bool isFrozen() const { return WaterThermodynamics::isFrozen(temperature, pressure); }
bool isBoiling() const { return WaterThermodynamics::isBoiling(temperature, pressure); }
bool isLiquid() const { return !isFrozen() && !isBoiling(); }
};
#endif