better, still not great. will fix later.

This commit is contained in:
Yggdrasil75
2025-11-20 14:45:30 -05:00
parent 75daa0f501
commit 7f0a8278d7
2 changed files with 167 additions and 40 deletions

View File

@@ -20,6 +20,7 @@
#include <atomic>
#include <future>
#include <mutex>
#include <chrono>
std::mutex m;
std::atomic<bool> isGenerating{false};
@@ -28,7 +29,15 @@ std::future<void> generationFuture;
std::mutex previewMutex;
std::atomic<bool> updatePreview{false};
frame currentPreviewFrame;
GLuint previewTexture = 0;
GLuint textu = 0;
std::string previewText;
struct Shared {
std::mutex mutex;
Grid2 grid;
bool hasNewFrame = false;
int currentFrame = 0;
};
struct AnimationConfig {
int width = 1024;
@@ -69,21 +78,22 @@ void Preview(Grid2& grid) {
}
}
void livePreview(Grid2& grid) {
currentPreviewFrame = grid.getGridAsFrame(frame::colormap::RGB);
int image_width = currentPreviewFrame.getWidth();
int image_height = currentPreviewFrame.getHeight();
std::vector<uint8_t> framedata = currentPreviewFrame.getData();
void livePreview(const Grid2& grid) {
std::lock_guard<std::mutex> lock(previewMutex);
currentPreviewFrame = grid.getGridAsFrame(frame::colormap::RGBA);
GLuint textu;
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image_width, image_height, 0, GL_RGB, GL_UNSIGNED_BYTE, framedata.data());
previewTexture = textu;
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;
}
std::vector<std::tuple<size_t, Vec2, Vec4>> pickSeeds(Grid2 grid, AnimationConfig config) {
@@ -210,10 +220,16 @@ bool exportavi(std::vector<frame> frames, AnimationConfig config) {
return success;
}
void mainLogic(const AnimationConfig& config, Grid2& grid) {
void mainLogic(const AnimationConfig& config, Shared& state) {
isGenerating = true;
try {
grid = setup(config);
Grid2 grid = setup(config);
{
std:: lock_guard<std::mutex> lock(state.mutex);
state.grid = grid;
state.hasNewFrame = true;
state.currentFrame = 0;
}
Preview(grid);
std::vector<std::tuple<size_t, Vec2, Vec4>> seeds = pickSeeds(grid, config);
std::vector<frame> frames;
@@ -227,16 +243,21 @@ void mainLogic(const AnimationConfig& config, Grid2& grid) {
expandPixel(grid,config,seeds);
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);
bgrframe.printCompressionStats();
frames.push_back(bgrframe);
//bgrframe.decompress();
//BMPWriter::saveBMP(std::format("output/grayscalesource.{}.bmp", i), bgrframe);
bgrframe.compressFrameLZ78();
bgrframe.printCompressionStats();
}
}
exportavi(frames,config);
@@ -305,7 +326,7 @@ int main() {
//ImGui::SetNextWindowSize(ImVec2(1110,667));
//auto beg = ImGui::Begin("Gradient thing", &window);
//if (beg) {
std::cout << "stuff breaks at 223" << std::endl;
// 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);
@@ -315,7 +336,7 @@ int main() {
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;
// std::cout << "context created" << std::endl;
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui::StyleColorsDark();
@@ -331,7 +352,7 @@ int main() {
ImGui_ImplOpenGL3_Init(glsl_version);
std::cout << "created glfw window" << std::endl;
// std::cout << "created glfw window" << std::endl;
// Our state
@@ -345,8 +366,10 @@ int main() {
static int i4 = 8;
std::future<void> mainlogicthread;
Shared state;
Grid2 grid;
AnimationConfig config;
previewText = "Please generate";
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
@@ -370,7 +393,7 @@ int main() {
if (ImGui::Button("Generate Animation")) {
config = AnimationConfig(i1, i2, i3, f, i4);
mainlogicthread = std::async(std::launch::async, mainLogic, config, std::ref(grid));
mainlogicthread = std::async(std::launch::async, mainLogic, config, std::ref(state));
}
if (isGenerating) {
@@ -381,58 +404,73 @@ int main() {
cancelGeneration();
}
ImGui::Text("Generating...");
}
//ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); // is this broken or is it just cause I have no refresh buffer in this loop?
ImGui::Text("livepreview");
if (isGenerating) {
livePreview(grid);
ImVec2 availableSize = ImGui::GetContentRegionAvail();
// 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);
}
}
float aspectRatio = static_cast<float>(currentPreviewFrame.getWidth()) /
static_cast<float>(currentPreviewFrame.getHeight());
ImVec2 imageSize = ImVec2(config.height,config.width);
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
auto ptex = const_cast<void*>(static_cast<const void*>(currentPreviewFrame.getData().data()));
ImGui::ImageWithBg((ImTextureRef)ptex, imageSize, uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
ImGui::Text(previewText.c_str());
if (textu != 0) {
ImVec2 imageSize = ImVec2(config.width * 0.3f, config.height * 0.3f); // Scale down for preview
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 (previewTexture != 0) {
glDeleteTextures(1, &previewTexture);
previewTexture = 0;
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/