#include #include #include #include #include #include #include #include "../util/grid/grid2.hpp" #include "../util/output/aviwriter.hpp" #include "../util/output/bmpwriter.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" #include #include #include #include #include #ifndef M_PI #define M_PI = 3.1415 #endif std::mutex m; std::atomic isGenerating{false}; std::future generationFuture; std::mutex previewMutex; std::atomic updatePreview{false}; frame currentPreviewFrame; GLuint textu = 0; std::string previewText; struct Shared { std::mutex mutex; Grid2 grid; bool hasNewFrame = false; int currentFrame = 0; }; struct AnimationConfig { int width = 1024; int height = 1024; int totalFrames = 480; float fps = 30.0f; int noisemod = 42; }; void Preview(Grid2& grid) { TIME_FUNCTION; int width; int height; //std::vector rgbData; frame rgbData = grid.getGridAsFrame(frame::colormap::RGB); std::cout << "Frame looks like: " << rgbData << std::endl; bool success = BMPWriter::saveBMP("output/grayscalesource.bmp", rgbData); if (!success) { std::cout << "yo! this failed in Preview" << std::endl; } } void livePreview(const Grid2& grid) { std::lock_guard lock(previewMutex); currentPreviewFrame = grid.getGridAsFrame(frame::colormap::RGBA); 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_RGBA, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data()); updatePreview = true; } void flowWater(Grid2& grid, AnimationConfig config) { } bool exportavi(std::vector frames, AnimationConfig config) { TIME_FUNCTION; std::string filename = "output/chromatic_transformation.avi"; std::cout << "Frame count: " << frames.size() << std::endl; // Log compression statistics for all frames std::cout << "\n=== Frame Compression Statistics ===" << std::endl; size_t totalOriginalSize = 0; size_t totalCompressedSize = 0; for (int i = 0; i < frames.size(); ++i) { totalOriginalSize += frames[i].getSourceSize(); totalCompressedSize += frames[i].getTotalCompressedSize(); } double overallRatio = static_cast(totalOriginalSize) / totalCompressedSize; double overallSavings = (1.0 - 1.0/overallRatio) * 100.0; std::filesystem::path dir = "output"; if (!std::filesystem::exists(dir)) { if (!std::filesystem::create_directories(dir)) { std::cout << "Failed to create output directory!" << std::endl; return false; } } bool success = AVIWriter::saveAVIFromCompressedFrames(filename, frames, frames[0].getWidth(), frames[0].getHeight(), config.fps); if (!success) { std::cout << "Failed to save AVI file!" << std::endl; } return success; } void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) { TIME_FUNCTION; isGenerating = true; try { Grid2 grid; if (gradnoise == 1) { grid = grid.noiseGenGrid(0,0,config.height, config.width, 0.0, 1.0, false, config.noisemod); } grid.setDefault(Vec4(0,0,0,0)); { std:: lock_guard lock(state.mutex); state.grid = grid; state.hasNewFrame = true; state.currentFrame = 0; } std::cout << "generated grid" << std::endl; Preview(grid); std::cout << "generated preview" << std::endl; std::vector frames; for (int i = 0; i < config.totalFrames; ++i){ // Check if we should stop the generation if (!isGenerating) { std::cout << "Generation cancelled at frame " << i << std::endl; return; } flowWater(grid,config); std::lock_guard 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); frames.push_back(bgrframe); //bgrframe.decompress(); //BMPWriter::saveBMP(std::format("output/grayscalesource.{}.bmp", i), bgrframe); bgrframe.compressFrameLZ78(); //bgrframe.printCompressionStats(); } } exportavi(frames,config); } catch (const std::exception& e) { std::cerr << "errored at: " << e.what() << std::endl; } isGenerating = false; } // Function to cancel ongoing generation void cancelGeneration() { if (isGenerating) { isGenerating = false; // Wait for the thread to finish (with timeout to avoid hanging) if (generationFuture.valid()) { auto status = generationFuture.wait_for(std::chrono::milliseconds(100)); if (status != std::future_status::ready) { std::cout << "Waiting for generation thread to finish..." << std::endl; } } } } static void glfw_error_callback(int error, const char* description) { fprintf(stderr, "GLFW Error %d: %s\n", error, description); } int main() { //static bool window = true; 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 //ImGui::SetNextWindowSize(ImVec2(1110,667)); //auto beg = ImGui::Begin("Gradient thing", &window); //if (beg) { // 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); if (window == nullptr) return 1; glfwMakeContextCurrent(window); 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; ImGuiIO& io = ImGui::GetIO(); (void)io; io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls ImGui::StyleColorsDark(); ImGuiStyle& style = ImGui::GetStyle(); //style.ScaleAllSizes(1); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) //style.FontScaleDpi = 1; //will need to implement my own scaling at some point. currently just ignoring it. ImGui_ImplGlfw_InitForOpenGL(window, true); #ifdef __EMSCRIPTEN__ ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas"); #endif ImGui_ImplOpenGL3_Init(glsl_version); // std::cout << "created glfw window" << std::endl; bool show_demo_window = true; bool show_another_window = false; ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f); static float f = 30.0f; static int i1 = 1024; static int i2 = 1024; static int i3 = 480; static int noisemod = 42; static float fs = 1.0; std::future mainlogicthread; Shared state; Grid2 grid; AnimationConfig config; previewText = "Please generate"; int gradnoise = true; while (!glfwWindowShouldClose(window)) { glfwPollEvents(); // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); { ImGui::Begin("settings"); ImGui::SliderFloat("fps", &f, 20.0f, 60.0f); ImGui::SliderInt("width", &i1, 256, 4096); ImGui::SliderInt("height", &i2, 256, 4096); ImGui::SliderInt("frame count", &i3, 10, 5000); ImGui::SliderInt("Noise Mod", &noisemod, 0, 1000); ImGui::SliderFloat("Scale Preview", &fs, 0.0, 2.0); ImGui::RadioButton("Gradient", &gradnoise, 0); ImGui::RadioButton("Perlin Noise", &gradnoise, 1); if (isGenerating) { ImGui::BeginDisabled(); } if (ImGui::Button("Generate Animation")) { config = AnimationConfig(i1, i2, i3, f, noisemod); mainlogicthread = std::async(std::launch::async, mainLogic, config, std::ref(state), gradnoise); } if (isGenerating && textu != 0) { ImGui::EndDisabled(); ImGui::SameLine(); if (ImGui::Button("Cancel")) { cancelGeneration(); } // Check for new frames from the generation thread bool hasNewFrame = false; { std::lock_guard lock(state.mutex); if (state.hasNewFrame) { livePreview(state.grid); state.hasNewFrame = false; previewText = "Generating... Frame: " + std::to_string(state.currentFrame); } } ImGui::Text(previewText.c_str()); if (textu != 0) { ImVec2 imageSize = ImVec2(config.width * fs, config.height * fs); 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 if (isGenerating) { ImGui::EndDisabled(); ImGui::SameLine(); if (ImGui::Button("Cancel")) { cancelGeneration(); } // Check for new frames from the generation thread bool hasNewFrame = false; { std::lock_guard lock(state.mutex); if (state.hasNewFrame) { livePreview(state.grid); state.hasNewFrame = false; previewText = "Generating... Frame: " + std::to_string(state.currentFrame); } } ImGui::Text(previewText.c_str()); } else if (textu != 0){ //ImGui::EndDisabled(); ImGui::Text(previewText.c_str()); if (textu != 0) { ImVec2 imageSize = ImVec2(config.width * 0.5f, config.height * 0.5f); 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 (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/ // g++ -std=c++23 -O3 -march=native -o ./bin/g2gradc ./tests/g2chromatic2.cpp -I./imgui -L./imgui -limgui -lstb `pkg-config --cflags --libs glfw3` && ./bin/g2gradc