fixed 1 direction

This commit is contained in:
yggdrasil75
2026-01-02 05:15:08 -05:00
parent a9caaeb40f
commit 7bc711a3ad
3 changed files with 75 additions and 42 deletions

View File

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