#include #include #include #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 "../util/output/aviwriter.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 = 128; int gridHeight = 128; int gridDepth = 128; float fps = 30.0f; PNoise2 noise = PNoise2(42); }; std::mutex PreviewMutex; GLuint textu = 0; bool textureInitialized = false; bool updatePreview = false; bool previewRequested = false; // Add AVI recording variables std::atomic isRecordingAVI{false}; std::atomic recordingRequested{false}; std::atomic recordingFramesRemaining{0}; std::vector recordedFrames; std::mutex recordingMutex; // Sphere generation parameters struct SphereConfig { float centerX = 256.0f; float centerY = 256.0f; float centerZ = 32.0f; float radius = 30.0f; uint8_t r = 0; uint8_t g = 255; uint8_t b = 0; uint8_t a = 255; bool fillInside = true; bool outlineOnly = false; float outlineThickness = 1.0f; }; SphereConfig sphereConfig; 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; size_t rValw = config.gridWidth / 64; size_t rValh = config.gridHeight / 64; size_t rVald = config.gridDepth / 64; size_t gValw = config.gridWidth / 32; size_t gValh = config.gridHeight / 32; size_t gVald = config.gridDepth / 32; size_t bValw = config.gridWidth / 16; size_t bValh = config.gridHeight / 16; size_t bVald = config.gridDepth / 16; size_t aValw = config.gridWidth / 8; size_t aValh = config.gridHeight / 8; size_t aVald = config.gridDepth / 8; 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) * rValw, static_cast(y) * rValh, static_cast(z) * rVald)) * 255; uint8_t g = config.noise.permute(Vec3f(static_cast(x) * gValw, static_cast(y) * gValh, static_cast(z) * gVald)) * 255; uint8_t b = config.noise.permute(Vec3f(static_cast(x) * bValw, static_cast(y) * bValh, static_cast(z) * bVald)) * 255; uint8_t a = config.noise.permute(Vec3f(static_cast(x) * aValw, static_cast(y) * aValh, static_cast(z) * aVald)) * 255; if (a > threshold) { 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 createGreenSphere(defaults config, VoxelGrid& grid) { grid.resize(config.gridWidth, config.gridHeight, config.gridDepth); std::cout << "Creating green sphere of size " << config.gridWidth << "x" << config.gridHeight << "x" << config.gridDepth << std::endl; float radiusSq = sphereConfig.radius * sphereConfig.radius; float outlineInnerRadiusSq = (sphereConfig.radius - sphereConfig.outlineThickness) * (sphereConfig.radius - sphereConfig.outlineThickness); float outlineOuterRadiusSq = (sphereConfig.radius + sphereConfig.outlineThickness) * (sphereConfig.radius + sphereConfig.outlineThickness); int progressStep = std::max(1, config.gridDepth / 10); for (int z = 0; z < config.gridDepth; ++z) { if (z % progressStep == 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) { // Calculate distance from sphere center float dx = x - sphereConfig.centerX; float dy = y - sphereConfig.centerY; float dz = z - sphereConfig.centerZ; float distSq = dx*dx + dy*dy + dz*dz; bool shouldSet = false; if (sphereConfig.outlineOnly) { // Only create outline (shell) if (distSq >= outlineInnerRadiusSq && distSq <= outlineOuterRadiusSq) { shouldSet = true; } } else if (sphereConfig.fillInside) { // Fill entire sphere if (distSq <= radiusSq) { shouldSet = true; } } else { // Hollow sphere (just the surface) if (distSq <= radiusSq && distSq >= (radiusSq - sphereConfig.radius * 0.5f)) { shouldSet = true; } } if (shouldSet) { grid.set(Vec3i(x, y, z), true, Vec3ui8(sphereConfig.r, sphereConfig.g, sphereConfig.b), 0.25); } } } } std::cout << "Green sphere generation complete!" << std::endl; std::cout << "Sphere center: (" << sphereConfig.centerX << ", " << sphereConfig.centerY << ", " << sphereConfig.centerZ << ")" << std::endl; std::cout << "Sphere radius: " << sphereConfig.radius << std::endl; grid.serializeToFile("output/sphere_grid.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; if (isRecordingAVI) { std::lock_guard recLock(recordingMutex); currentPreviewFrame.compressFrameLZ78(); recordedFrames.push_back(currentPreviewFrame); } } bool savePreview(VoxelGrid& grid, defaults& config, const Camera& cam) { TIME_FUNCTION; // 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; } void startAVIRecording(int frameCount) { std::lock_guard lock(recordingMutex); recordedFrames.clear(); recordedFrames.reserve(frameCount); recordingFramesRemaining = frameCount; recordingRequested = true; } void stopAndSaveAVI(defaults& config, const std::string& filename) { std::lock_guard lock(recordingMutex); if (!recordedFrames.empty()) { auto now = std::chrono::system_clock::now(); auto timestamp = std::chrono::duration_cast( now.time_since_epoch()).count(); std::string finalFilename = "output/recording_" + std::to_string(timestamp) + ".avi"; std::cout << "Saving AVI with " << recordedFrames.size() << " frames..." << std::endl; bool success = AVIWriter::saveAVIFromCompressedFrames(finalFilename, recordedFrames, config.outWidth, config.outHeight, config.fps); if (success) { std::cout << "AVI saved to: " << finalFilename << std::endl; } else { std::cout << "Failed to save AVI: " << finalFilename << std::endl; } recordedFrames.clear(); } isRecordingAVI = false; recordingFramesRemaining = 0; } void saveSlices(const defaults& config, VoxelGrid& grid) { std::vector frames = grid.genSlices(frame::colormap::RGB); for (int i = 0; i < frames.size(); i++) { std::string filename = "output/slices/" + std::to_string(i) + ".bmp"; BMPWriter::saveBMP(filename, frames[i]); } } 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; config.gridDepth = grid.getDepth(); config.gridHeight = grid.getHeight(); config.gridWidth = grid.getWidth(); } 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 // After your existing initialization code, add sphere parameter initialization: sphereConfig.centerX = config.gridWidth / 2.0f; sphereConfig.centerY = config.gridHeight / 2.0f; sphereConfig.centerZ = config.gridDepth / 2.0f; sphereConfig.radius = std::min(config.gridWidth, std::min(config.gridHeight, config.gridDepth)) / 4.0f; // 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(); // AVI recording variables int recordingDurationFrames = 300; // 10 seconds at 30fps std::string aviFilename = "output/recording.avi"; // For frame-based timing (not real time) int frameCounter = 0; float animationTime = 0.0f; 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; } // Frame-based timing for animations (independent of real time) frameCounter++; animationTime = frameCounter / config.fps; // Time in seconds based on frame count 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); ImGui::SliderFloat("FPS", &config.fps, 1.0f, 120.0f); } 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; // Update camera position cam.posfor.origin = Vec3f(camX, camY, camZ); cam.posfor.direction = Vec3f(camvX, camvY, camvZ); savePreview(grid, config, cam); cameraMoved = true; } // Add the new green sphere button if (ImGui::Button("Create Green Sphere")) { createGreenSphere(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; // Update camera position cam.posfor.origin = Vec3f(camX, camY, camZ); cam.posfor.direction = Vec3f(camvX, camvY, camvZ); savePreview(grid, config, cam); cameraMoved = true; } if (ImGui::Button("Save Slices")) { saveSlices(config, grid); } // AVI Recording Controls ImGui::Separator(); ImGui::Text("AVI Recording:"); if (!isRecordingAVI) { ImGui::InputInt("Frames to Record", &recordingDurationFrames, 30, 300); recordingDurationFrames = std::max(30, recordingDurationFrames); if (ImGui::Button("Start AVI Recording")) { startAVIRecording(recordingDurationFrames); ImGui::OpenPopup("Recording Started"); } } else { ImGui::TextColored(ImVec4(1, 0, 0, 1), "RECORDING"); ImGui::Text("Frames captured: %d / %d", recordedFrames.size(), recordingDurationFrames); if (ImGui::Button("Stop Recording Early")) { isRecordingAVI = false; } } // 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(); } // Auto-rotation controls { ImGui::Begin("Animation Controls"); ImGui::Text("Auto-Rotation:"); // Toggle button for auto-rotation if (ImGui::Button(autoRotate ? "Stop Auto-Rotation" : "Start Auto-Rotation")) { autoRotate = !autoRotate; if (autoRotate) { autoRotationTime = 0.0f; initialViewDir = Vec3f(camvX, camvY, camvZ); } } if (ImGui::Button(autoRotateView ? "Stop Looking Around" : "Start Looking Around")) { autoRotateView = !autoRotateView; if (autoRotateView) { autoRotationAngle = 0.0f; initialViewDir = Vec3f(camvX, camvY, camvZ); } } if (autoRotate) { ImGui::SameLine(); ImGui::Text("(Running)"); // Use frame-based timing for animation float frameTime = 1.0f / config.fps; autoRotationTime += frameTime; // Use constant frame time, not real time // Calculate new view direction using frame-based timing float angleX = autoRotationTime * rotationSpeedX; float angleY = autoRotationTime * rotationSpeedY; float angleZ = autoRotationTime * rotationSpeedZ; camvX = sinf(angleX) * cosf(angleY); camvY = sinf(angleY) * sinf(angleZ); camvZ = cosf(angleX) * cosf(angleZ); // Normalize float length = sqrtf(camvX * camvX + camvY * camvY + camvZ * camvZ); if (length > 0.001f) { camvX /= length; camvY /= length; camvZ /= length; } // Update camera position 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; // 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); } if (autoRotateView) { ImGui::SameLine(); ImGui::TextColored(ImVec4(0, 1, 0, 1), " ACTIVE"); // Use frame-based timing float frameTime = 1.0f / config.fps; autoRotationAngle += frameTime; // Calculate rotation angles using frame-based timing float yaw = autoRotationAngle * yawSpeed * (3.14159f / 180.0f); float pitch = sinf(autoRotationAngle * 0.7f) * pitchSpeed * (3.14159f / 180.0f); // Apply rotations Vec3f forward = initialViewDir; // 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; // 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 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 camvX = forward.x; camvY = forward.y; camvZ = forward.z; // Update camera cam.posfor.direction = Vec3f(camvX, camvY, camvZ); cameraMoved = true; // 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"); } // Record button during animations if ((autoRotate || autoRotateView) && !isRecordingAVI) { ImGui::Separator(); if (ImGui::Button("Record Animation to AVI")) { startAVIRecording(recordingDurationFrames); } } ImGui::End(); } // Add a new window for sphere configuration { ImGui::Begin("Sphere Configuration"); if (ImGui::CollapsingHeader("Sphere Properties", ImGuiTreeNodeFlags_DefaultOpen)) { ImGui::Text("Sphere Center:"); ImGui::SliderFloat("Center X", &sphereConfig.centerX, 0.0f, static_cast(config.gridWidth)); ImGui::SliderFloat("Center Y", &sphereConfig.centerY, 0.0f, static_cast(config.gridHeight)); ImGui::SliderFloat("Center Z", &sphereConfig.centerZ, 0.0f, static_cast(config.gridDepth)); ImGui::Separator(); ImGui::Text("Sphere Size:"); float maxRadius = std::min(std::min(config.gridWidth, config.gridHeight), config.gridDepth) / 2.0f; ImGui::SliderFloat("Radius", &sphereConfig.radius, 5.0f, maxRadius); ImGui::Separator(); ImGui::Text("Sphere Style:"); ImGui::Checkbox("Fill Inside", &sphereConfig.fillInside); if (!sphereConfig.fillInside) { ImGui::Checkbox("Outline Only", &sphereConfig.outlineOnly); if (sphereConfig.outlineOnly) { ImGui::SliderFloat("Outline Thickness", &sphereConfig.outlineThickness, 0.5f, 10.0f); } } ImGui::Separator(); ImGui::Text("Sphere Color:"); float color[3] = {sphereConfig.r / 255, sphereConfig.g / 255, sphereConfig.b / 255}; if (ImGui::ColorEdit3("Color", color)) { sphereConfig.r = static_cast(color[0] * 255); sphereConfig.g = static_cast(color[1] * 255); sphereConfig.b = static_cast(color[2] * 255); } // Preview color ImGui::SameLine(); ImVec4 previewColor = ImVec4(sphereConfig.r/255.0f, sphereConfig.g/255.0f, sphereConfig.b/255.0f, 1.0f); ImGui::ColorButton("##preview", previewColor, ImGuiColorEditFlags_NoTooltip, ImVec2(20, 20)); // Quick color presets if (ImGui::Button("Green")) { sphereConfig.r = 0; sphereConfig.g = 255; sphereConfig.b = 0; } ImGui::SameLine(); if (ImGui::Button("Blue")) { sphereConfig.r = 0; sphereConfig.g = 0; sphereConfig.b = 255; } ImGui::SameLine(); if (ImGui::Button("Red")) { sphereConfig.r = 255; sphereConfig.g = 0; sphereConfig.b = 0; } ImGui::SameLine(); if (ImGui::Button("Random")) { sphereConfig.r = rand() % 256; sphereConfig.g = rand() % 256; sphereConfig.b = rand() % 256; } } ImGui::End(); } // Handle AVI recording start request if (recordingRequested) { isRecordingAVI = true; recordingRequested = false; } // Check if recording should stop if (isRecordingAVI && recordedFrames.size() >= recordingDurationFrames) { stopAndSaveAVI(config, aviFilename); ImGui::OpenPopup("Recording Complete"); } // Update preview if camera moved or enough time has passed if (gridInitialized && !updatePreview) { double timeSinceLastUpdate = currentTime - lastUpdateTime; // Update preview if needed if (cameraMoved || timeSinceLastUpdate > 0.1) { 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); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(window); } // Cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); glfwDestroyWindow(window); if (textu != 0) { glDeleteTextures(1, &textu); textu = 0; } glfwTerminate(); FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED); return 0; }