#include #include #include #include #include "../util/grid/grid3.hpp" #include "../util/grid/g3_serialization.hpp" #include "../util/output/bmpwriter.hpp" #include "../util/output/frame.hpp" #include "../util/timing_decorator.cpp" #include "../util/noise/pnoise2.hpp" #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) { uint8_t threshold = 0.1 * 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) { uint8_t r = config.noise.permute(Vec3f(static_cast(x) / config.gridWidth / 64, static_cast(y) / config.gridHeight / 64, static_cast(z) / config.gridDepth / 64)) * 255; uint8_t g = config.noise.permute(Vec3f(static_cast(x) / config.gridWidth / 32, static_cast(y) / config.gridHeight / 32, static_cast(z) / config.gridDepth / 32)) * 255; uint8_t b = config.noise.permute(Vec3f(static_cast(x) / config.gridWidth / 16, static_cast(y) / config.gridHeight / 16, static_cast(z) / config.gridDepth / 16)) * 255; uint8_t a = config.noise.permute(Vec3f(static_cast(x) / config.gridWidth / 8 , static_cast(y) / config.gridHeight / 8 , static_cast(z) / config.gridDepth / 8)) * 255; //Vec4ui8 noisecolor = config.noise.permuteColor(Vec3f( static_cast(x) / 64, static_cast(y) / 64, static_cast(z) / 64)); if (a > threshold) { //std::cout << "setting a position" << std::endl; grid.set(Vec3i(x, y, z), true, Vec3ui8(r,g,b)); } } } } std::cout << "Noise grid generation complete!" << std::endl; grid.serializeToFile("output/gridsave.ygg3"); grid.printStats(); } 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); } 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; auto supposedGrid = VoxelGrid::deserializeFromFile("output/gridsave.ygg3"); if (supposedGrid) { grid = std::move(*supposedGrid); gridInitialized = true; } Camera cam(Vec3f(config.gridWidth/2.0f, config.gridHeight/2.0f, config.gridDepth/2.0f), Vec3f(0,0,1), Vec3f(0,1,0), 80); // Variables for camera sliders float camX = 0.0f; float camY = 0.0f; float camZ = 0.0f; float camvX = 0.f; float camvY = 0.f; float camvZ = 0.f; //float camYaw = 0.0f; //float camPitch = 0.0f; bool autoRotate = false; // Toggle for auto-rotation bool autoRotateView = false; // Toggle for auto-rotation of the view only float rotationSpeedX = 0.1f; // Speed for X rotation float rotationSpeedY = 0.07f; // Speed for Y rotation float rotationSpeedZ = 0.05f; // Speed for Z rotation float autoRotationTime = 0.0f; // Timer for auto-rotation Vec3f initialViewDir = Vec3f(0, 0, 1); // Initial view direction float rotationRadius = 50.0f; // Distance from center for rotation float yawSpeed = 0.5f; // Horizontal rotation speed (degrees per second) float pitchSpeed = 0.3f; // Vertical rotation speed float rollSpeed = 0.2f; // Roll rotation speed (optional) float autoRotationAngle = 0.0f; // Accumulated rotation angle Vec3f initialUpDir = Vec3f(0, 1, 0); // Initial up direction // 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; } 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; // Reset camera to center of grid camX = config.gridWidth / 2.0f; camY = config.gridHeight / 2.0f; camZ = config.gridDepth / 2.0f; //camYaw = 0.0f; //camPitch = 0.0f; // Update camera position cam.posfor.origin = Vec3f(camX, camY, camZ); cam.posfor.direction = Vec3f(camvX, camvY, camvZ); // cam.rotateYaw(camYaw); // cam.rotatePitch(camPitch); savePreview(grid, config, cam); cameraMoved = true; // Force preview update after generation } // Display camera controls if (gridInitialized) { ImGui::Separator(); ImGui::Text("Camera Controls:"); // Calculate max slider values based on grid size squared float maxSliderValueX = config.gridWidth; float maxSliderValueY = config.gridHeight; float maxSliderValueZ = config.gridDepth; float maxSliderValueRotation = 360.0f; // Degrees ImGui::Text("Position (0 to grid size²):"); if (ImGui::SliderFloat("Camera X", &camX, 0.0f, maxSliderValueX)) { cameraMoved = true; cam.posfor.origin.x = camX; } if (ImGui::SliderFloat("Camera Y", &camY, 0.0f, maxSliderValueY)) { cameraMoved = true; cam.posfor.origin.y = camY; } if (ImGui::SliderFloat("Camera Z", &camZ, 0.0f, maxSliderValueZ)) { cameraMoved = true; cam.posfor.origin.z = camZ; } ImGui::Separator(); // ImGui::Text("Rotation (degrees):"); // if (ImGui::SliderFloat("Yaw", &camYaw, 0.0f, maxSliderValueRotation)) { // cameraMoved = true; // // Reset and reapply rotation // // You might need to adjust this based on your Camera class implementation // cam = Camera(config.gridWidth, Vec3f(camX, camY, camZ), Vec3f(0,1,0), 80); // cam.rotateYaw(camYaw); // cam.rotatePitch(camPitch); // } // if (ImGui::SliderFloat("Pitch", &camPitch, 0.0f, maxSliderValueRotation)) { // cameraMoved = true; // // Reset and reapply rotation // cam = Camera(config.gridWidth, Vec3f(camX, camY, camZ), Vec3f(0,1,0), 80); // cam.rotateYaw(camYaw); // cam.rotatePitch(camPitch); // } ImGui::Text("View Direction:"); if (ImGui::SliderFloat("Camera View X", &camvX, -1.0f, 1.0f)) { cameraMoved = true; cam.posfor.direction.x = camvX; } if (ImGui::SliderFloat("Camera View Y", &camvY, -1.0f, 1.0f)) { cameraMoved = true; cam.posfor.direction.y = camvY; } if (ImGui::SliderFloat("Camera View Z", &camvZ, -1.0f, 1.0f)) { cameraMoved = true; cam.posfor.direction.z = camvZ; } ImGui::Separator(); ImGui::Text("Current Camera Position:"); ImGui::Text("X: %.2f, Y: %.2f, Z: %.2f", cam.posfor.origin.x, cam.posfor.origin.y, cam.posfor.origin.z); // ImGui::Text("Yaw: %.2f°, Pitch: %.2f°", camYaw, camPitch); } 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 (autoRotate) { // Update rotation time autoRotationTime += deltaTime; // Calculate new view direction using spherical coordinates // This creates smooth 360-degree rotation with different speeds float angleX = autoRotationTime * rotationSpeedX; float angleY = autoRotationTime * rotationSpeedY; float angleZ = autoRotationTime * rotationSpeedZ; // Create rotation matrix or calculate new direction // Using simple parametric equation for a sphere camvX = sinf(angleX) * cosf(angleY); camvY = sinf(angleY) * sinf(angleZ); camvZ = cosf(angleX) * cosf(angleZ); // Normalize the direction vector (optional but good practice) float length = sqrtf(camvX * camvX + camvY * camvY + camvZ * camvZ); if (length > 0.001f) { camvX /= length; camvY /= length; camvZ /= length; } // Update camera position to orbit around grid center camX = config.gridWidth / 2.0f + rotationRadius * camvX; camY = config.gridHeight / 2.0f + rotationRadius * camvY; camZ = config.gridDepth / 2.0f + rotationRadius * camvZ; // Update camera cam.posfor.origin = Vec3f(camX, camY, camZ); cam.posfor.direction = Vec3f(camvX, camvY, camvZ); cameraMoved = true; } if (autoRotateView) { // Update rotation angle based on time autoRotationAngle += deltaTime; // Calculate rotation angles (in radians) float yaw = autoRotationAngle * yawSpeed * (3.14159f / 180.0f); // Convert to radians float pitch = sinf(autoRotationAngle * 0.7f) * pitchSpeed * (3.14159f / 180.0f); float roll = sinf(autoRotationAngle * 0.3f) * rollSpeed * (3.14159f / 180.0f); // Start with forward direction Vec3f forward = initialViewDir; // Apply yaw rotation (around Y axis) float cosYaw = cosf(yaw); float sinYaw = sinf(yaw); Vec3f tempForward; tempForward.x = forward.x * cosYaw + forward.z * sinYaw; tempForward.y = forward.y; tempForward.z = -forward.x * sinYaw + forward.z * cosYaw; forward = tempForward; // Apply pitch rotation (around X axis) float cosPitch = cosf(pitch); float sinPitch = sinf(pitch); tempForward.x = forward.x; tempForward.y = forward.y * cosPitch - forward.z * sinPitch; tempForward.z = forward.y * sinPitch + forward.z * cosPitch; forward = tempForward; // Normalize the direction float length = sqrtf(forward.x * forward.x + forward.y * forward.y + forward.z * forward.z); if (length > 0.001f) { forward.x /= length; forward.y /= length; forward.z /= length; } // Update view direction variables camvX = forward.x; camvY = forward.y; camvZ = forward.z; // Update camera cam.posfor.direction = Vec3f(camvX, camvY, camvZ); cameraMoved = true; } if (cameraMoved || timeSinceLastUpdate > 0.1) { // Update at least every 0.1 seconds livePreview(grid, config, cam); lastUpdateTime = currentTime; cameraMoved = false; } } ImGui::Separator(); ImGui::Text("Auto-Rotation:"); // Toggle button for auto-rotation if (ImGui::Button(autoRotate ? "Stop Auto-Rotation" : "Start Auto-Rotation")) { autoRotate = !autoRotate; if (autoRotate) { // Reset rotation time when starting autoRotationTime = 0.0f; // Save initial positions initialViewDir = Vec3f(camvX, camvY, camvZ); } } if (ImGui::Button(autoRotateView ? "Stop Looking Around" : "Start Looking Around")) { autoRotateView = !autoRotateView; if (autoRotateView) { // Reset rotation when starting autoRotationAngle = 0.0f; // Save current view direction as initial initialViewDir = Vec3f(camvX, camvY, camvZ); } } if (autoRotate) { ImGui::SameLine(); ImGui::Text("(Running)"); // Sliders to control rotation speeds ImGui::SliderFloat("X Speed", &rotationSpeedX, 0.01f, 1.0f); ImGui::SliderFloat("Y Speed", &rotationSpeedY, 0.01f, 1.0f); ImGui::SliderFloat("Z Speed", &rotationSpeedZ, 0.01f, 1.0f); // Slider for orbit radius ImGui::SliderFloat("Orbit Radius", &rotationRadius, 10.0f, 200.0f); // Reset button if (ImGui::Button("Reset to Center")) { camX = config.gridWidth / 2.0f; camY = config.gridHeight / 2.0f; camZ = config.gridDepth / 2.0f; cam.posfor.origin = Vec3f(camX, camY, camZ); cameraMoved = true; } } if (autoRotateView) { ImGui::SameLine(); ImGui::TextColored(ImVec4(0, 1, 0, 1), " ACTIVE"); // Show current view direction ImGui::Text("Current View: (%.3f, %.3f, %.3f)", camvX, camvY, camvZ); // Sliders to control rotation speeds ImGui::SliderFloat("Yaw Speed", &yawSpeed, 0.1f, 5.0f, "%.2f deg/sec"); ImGui::SliderFloat("Pitch Speed", &pitchSpeed, 0.0f, 2.0f, "%.2f deg/sec"); ImGui::SliderFloat("Roll Speed", &rollSpeed, 0.0f, 1.0f, "%.2f deg/sec"); // Add some presets ImGui::Separator(); ImGui::Text("Presets:"); if (ImGui::Button("Slow Pan")) { yawSpeed = 0.3f; pitchSpeed = 0.1f; rollSpeed = 0.0f; } ImGui::SameLine(); if (ImGui::Button("Full Exploration")) { yawSpeed = 0.8f; pitchSpeed = 0.5f; rollSpeed = 0.2f; } ImGui::SameLine(); if (ImGui::Button("Reset View")) { // Reset to forward view camvX = 0.0f; camvY = 0.0f; camvZ = 1.0f; cam.posfor.direction = Vec3f(camvX, camvY, camvZ); cameraMoved = true; } // Progress indicator float progress = fmodf(autoRotationAngle * yawSpeed / 360.0f, 1.0f); ImGui::ProgressBar(progress, ImVec2(-1, 0)); ImGui::Text("Full rotation progress: %.1f%%", progress * 100.0f); } if (ImGui::Button("Save Screenshot During Rotation")) { if (autoRotate) { // Generate filename with timestamp auto now = std::chrono::system_clock::now(); auto timestamp = std::chrono::duration_cast( now.time_since_epoch()).count(); std::string filename = "output/rotation_frame_" + std::to_string(timestamp) + ".bmp"; // Save current frame frame output = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB); BMPWriter::saveBMP(filename.c_str(), output); ImGui::OpenPopup("Screenshot Saved"); } } // Popup notification if (ImGui::BeginPopupModal("Screenshot Saved", NULL, ImGuiWindowFlags_AlwaysAutoResize)) { ImGui::Text("Screenshot saved during rotation!"); if (ImGui::Button("OK")) { ImGui::CloseCurrentPopup(); } ImGui::EndPopup(); } // 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; }