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@@ -5,23 +5,28 @@
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#include "../util/grid/grid3.hpp"
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#include "../util/output/bmpwriter.hpp"
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#include "../util/noise/pnoise2.hpp"
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#include "../util/timing_decorator.cpp"
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// Constants
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const size_t GRID_SIZE = 1024;
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const size_t GRID_SIZE = 128;
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const size_t RENDER_WIDTH = 512;
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const size_t RENDER_HEIGHT = 512;
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// Function to generate grayscale noise grid
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void generateNoiseGrid(VoxelGrid& grid, PNoise2& noise) {
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TIME_FUNCTION;
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std::cout << "Generating 1024x1024x1024 noise grid..." << std::endl;
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// Generate Perlin noise in the grid
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#pragma omp parallel for
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for (size_t z = 0; z < GRID_SIZE; ++z) {
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if (z % 64 == 0) {
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std::cout << "Processing layer " << z << " of " << GRID_SIZE << std::endl;
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}
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#pragma omp parallel for
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for (size_t y = 0; y < GRID_SIZE; ++y) {
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#pragma omp parallel for
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for (size_t x = 0; x < GRID_SIZE; ++x) {
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// Create 3D noise coordinates (scaled for better frequency)
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float scale = 0.05f; // Controls noise frequency
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@@ -34,12 +39,16 @@ void generateNoiseGrid(VoxelGrid& grid, PNoise2& noise) {
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// Higher threshold = sparser voxels
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float threshold = 0.3f;
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float active = (normalizedNoise > threshold) ? normalizedNoise : 0.0f;
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//float active = 1;
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// Create grayscale color based on noise value
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uint8_t grayValue = static_cast<uint8_t>(normalizedNoise * 255);
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Vec3ui8 color(grayValue, grayValue, grayValue);
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grid.set(x, y, z, active, color);
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#pragma omp critical
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if (active > threshold) {
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grid.set(x, y, z, active, color);
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//std::cout << "setting a voxel to color: " << color << " with alpha of " << active << std::endl;
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}
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}
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}
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}
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@@ -50,7 +59,7 @@ void generateNoiseGrid(VoxelGrid& grid, PNoise2& noise) {
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// Function to render grid from a specific viewpoint
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bool renderView(const std::string& filename, VoxelGrid& grid, const Vec3f& position,
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const Vec3f& direction, const Vec3f& up = Vec3f(0, 1, 0)) {
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TIME_FUNCTION;
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Camera cam(position, direction, up);
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std::vector<uint8_t> renderBuffer;
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@@ -92,45 +101,46 @@ int main() {
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// Camera distance from center (outside the grid)
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float cameraDistance = GRID_SIZE * 2.0f;
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float cameraDir = GRID_SIZE * 0.5f;
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// Render from 4 cardinal directions (looking at center)
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std::cout << "\nRendering cardinal views..." << std::endl;
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// North view (looking from positive Z towards center)
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renderView("north_view.bmp", grid,
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renderView("output/north_view.bmp", grid,
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gridCenter + Vec3f(0, 0, cameraDistance),
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Vec3f(0, 0, -1)); // Look towards negative Z
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// South view (looking from negative Z towards center)
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renderView("south_view.bmp", grid,
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renderView("output/south_view.bmp", grid,
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gridCenter + Vec3f(0, 0, -cameraDistance),
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Vec3f(0, 0, 1)); // Look towards positive Z
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// East view (looking from positive X towards center)
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renderView("east_view.bmp", grid,
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renderView("output/east_view.bmp", grid,
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gridCenter + Vec3f(cameraDistance, 0, 0),
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Vec3f(-1, 0, 0)); // Look towards negative X
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// West view (looking from negative X towards center)
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renderView("west_view.bmp", grid,
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renderView("output/west_view.bmp", grid,
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gridCenter + Vec3f(-cameraDistance, 0, 0),
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Vec3f(1, 0, 0)); // Look towards positive X
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// Zenith view (looking from above)
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std::cout << "\nRendering zenith and nadir views..." << std::endl;
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renderView("zenith_view.bmp", grid,
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renderView("output/zenith_view.bmp", grid,
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gridCenter + Vec3f(0, cameraDistance, 0),
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Vec3f(0, -1, 0), // Look down
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Vec3f(0, 0, -1)); // Adjust up vector for proper orientation
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// Nadir view (looking from below)
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renderView("nadir_view.bmp", grid,
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renderView("output/nadir_view.bmp", grid,
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gridCenter + Vec3f(0, -cameraDistance, 0),
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Vec3f(0, 1, 0), // Look up
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Vec3f(0, 0, 1)); // Adjust up vector
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// Optional: Create a front view (alternative to north)
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renderView("front_view.bmp", grid,
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renderView("output/front_view.bmp", grid,
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gridCenter + Vec3f(0, 0, cameraDistance),
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Vec3f(0, 0, -1),
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Vec3f(0, 1, 0));
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@@ -151,4 +161,5 @@ int main() {
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std::cerr << "Error: " << e.what() << std::endl;
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return 1;
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}
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FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
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}
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