#include #include #include #include #include "../util/grid/grid3.hpp" #include "../util/output/bmpwriter.hpp" #include "../util/output/frame.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 #include "../stb/stb_image.h" struct defaults { int outWidth = 512; int outHeight = 512; int gridWidth = 64; int gridHeight = 64; int gridDepth = 64; float fps = 30.0f; PNoise2 noise = PNoise2(42); }; std::mutex PreviewMutex; GLuint textu = 0; bool textureInitialized = false; bool updatePreview = false; bool previewRequested = false; struct Shared { std::mutex mutex; VoxelGrid grid; }; void setup(defaults config, VoxelGrid& grid) { float threshold = 0.3 * 255; grid.resize(config.gridWidth, config.gridHeight, config.gridDepth); std::cout << "Generating grid of size " << config.gridWidth << "x" << config.gridHeight << "x" << config.gridDepth << std::endl; for (int z = 0; z < config.gridDepth; ++z) { if (z % 64 == 0) { std::cout << "Processing layer " << z << " of " << config.gridDepth << std::endl; } for (int y = 0; y < config.gridHeight; ++y) { for (int x = 0; x < config.gridWidth; ++x) { Vec4ui8 noisecolor = config.noise.permuteColor(Vec3f( static_cast(x) / 64, static_cast(y) / 64, static_cast(z) / 64)); if (noisecolor.a > threshold) { grid.set(Vec3i(x, y, z), true, Vec3ui8(noisecolor.xyz())); } } } } std::cout << "Noise grid generation complete!" << std::endl; } void livePreview(VoxelGrid& grid, defaults& config, const Camera& cam) { std::lock_guard lock(PreviewMutex); updatePreview = true; frame currentPreviewFrame = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB); 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_RGB, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(), 0, GL_RGB, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data()); updatePreview = false; textureInitialized = true; } bool savePreview(VoxelGrid& grid, defaults& config, const Camera& cam) { TIME_FUNCTION; std::vector renderBuffer; size_t width = config.outWidth; size_t height = config.outHeight; // Render the view frame output = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB); //grid.renderOut(renderBuffer, width, height, cam); // Save to BMP bool success = BMPWriter::saveBMP("output/save.bmp", output); //bool success = BMPWriter::saveBMP(filename, renderBuffer, width, height); // if (success) { // std::cout << "Saved: " << filename << std::endl; // } else { // std::cout << "Failed to save: " << filename << std::endl; // } return success; } static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "GLFW Error %d: %s\n", error, description); } // Camera movement function void handleCameraMovement(GLFWwindow* window, Camera& cam, float deltaTime) { float moveSpeed = 50.0f * deltaTime; // Adjust speed as needed float rotateSpeed = 50.0f * deltaTime; // Rotation speed // Get camera vectors Vec3f forward = cam.posfor.direction.normalized(); Vec3f up = cam.up.normalized(); Vec3f right = forward.cross(up).normalized(); // Position movement if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) { cam.posfor.origin = cam.posfor.origin + forward * moveSpeed; } if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) { cam.posfor.origin = cam.posfor.origin - forward * moveSpeed; } if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) { cam.posfor.origin = cam.posfor.origin - right * moveSpeed; } if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) { cam.posfor.origin = cam.posfor.origin + right * moveSpeed; } // Vertical movement (optional - add with PageUp/PageDown or other keys) if (glfwGetKey(window, GLFW_KEY_PAGE_UP) == GLFW_PRESS) { cam.posfor.origin = cam.posfor.origin + up * moveSpeed; } if (glfwGetKey(window, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS) { cam.posfor.origin = cam.posfor.origin - up * moveSpeed; } // Camera rotation (using WASD or other keys for rotation) // For simplicity, let's add rotation with Q/E for yaw and R/F for pitch if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) { // Rotate left (yaw) float yaw = -rotateSpeed * deltaTime; // You'll need to add rotation logic to your Camera class // For now, let's assume Camera has a rotateYaw method cam.rotateYaw(yaw); } if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) { // Rotate right (yaw) float yaw = rotateSpeed * deltaTime; cam.rotateYaw(yaw); } if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) { // Look up (pitch) float pitch = rotateSpeed * deltaTime; cam.rotatePitch(pitch); } if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) { // Look down (pitch) float pitch = -rotateSpeed * deltaTime; cam.rotatePitch(pitch); } } int main() { 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 bool application_not_closed = true; GLFWwindow* window = glfwCreateWindow((int)(1280), (int)(800), "voxelgrid live renderer", nullptr, nullptr); if (window == nullptr) { glfwTerminate(); return 1; } glfwMakeContextCurrent(window); glfwSwapInterval(1); IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; ImGui::StyleColorsDark(); ImGuiStyle& style = ImGui::GetStyle(); ImGui_ImplGlfw_InitForOpenGL(window, true); #ifdef __EMSCRIPTEN__ ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); #endif ImGui_ImplOpenGL3_Init(glsl_version); bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); defaults config; VoxelGrid grid; bool gridInitialized = false; Camera cam(config.gridWidth, Vec3f(0,0,0), Vec3f(0,1,0), 80); // Variables for framerate limiting const double targetFrameTime = 1.0 / config.fps; // 30 FPS double lastFrameTime = glfwGetTime(); double accumulator = 0.0; // For camera movement bool cameraMoved = false; double lastUpdateTime = glfwGetTime(); while (!glfwWindowShouldClose(window)) { double currentTime = glfwGetTime(); double deltaTime = currentTime - lastFrameTime; lastFrameTime = currentTime; // Accumulate time accumulator += deltaTime; // Limit framerate if (accumulator < targetFrameTime) { std::this_thread::sleep_for(std::chrono::duration(targetFrameTime - accumulator)); currentTime = glfwGetTime(); accumulator = targetFrameTime; } // Handle camera movement if (gridInitialized) { float frameDeltaTime = static_cast(targetFrameTime); // Use fixed delta for consistent movement handleCameraMovement(window, cam, frameDeltaTime); // Check if any camera movement keys are pressed if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_PAGE_UP) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS || glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) { cameraMoved = true; } } glfwPollEvents(); // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); { ImGui::Begin("settings"); if(ImGui::CollapsingHeader("output", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::SliderInt("Width", &config.outWidth, 256, 4096); ImGui::SliderInt("Height", &config.outHeight, 256, 4096); } if (ImGui::CollapsingHeader("Grid Settings", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::SliderInt("#Width", &config.gridWidth, 64, 512); ImGui::SliderInt("#Height", &config.gridHeight, 64, 512); ImGui::SliderInt("#Depth", &config.gridDepth, 64, 512); } ImGui::Separator(); if (ImGui::Button("Generate Grid")) { setup(config, grid); gridInitialized = true; savePreview(grid, config, cam); cameraMoved = true; // Force preview update after generation } // Display camera position if (gridInitialized) { ImGui::Separator(); ImGui::Text("Camera Position:"); ImGui::Text("X: %.2f, Y: %.2f, Z: %.2f", cam.posfor.origin.x, cam.posfor.origin.y, cam.posfor.origin.z); ImGui::Text("Controls:"); ImGui::BulletText("Arrow Keys: Move camera"); ImGui::BulletText("Page Up/Down: Move vertically"); ImGui::BulletText("Q/E: Rotate left/right"); ImGui::BulletText("R/F: Rotate up/down"); } ImGui::End(); } { ImGui::Begin("Preview"); if (gridInitialized && textureInitialized) { ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight)); } else if (gridInitialized) { ImGui::Text("Preview not generated yet"); } else { ImGui::Text("No grid generated"); } ImGui::End(); } // Update preview if camera moved or enough time has passed if (gridInitialized && !updatePreview) { double timeSinceLastUpdate = currentTime - lastUpdateTime; if (cameraMoved || timeSinceLastUpdate > 0.1) { // Update at least every 0.1 seconds livePreview(grid, config, cam); lastUpdateTime = currentTime; cameraMoved = false; } } // Reset accumulator for next frame accumulator -= targetFrameTime; 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; } // 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(); // std::cout << "printing" << std::endl; FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED); return 0; }