// main.cpp - Noise Grid Generator and Renderer #include #include #include #include "../util/grid/grid3.hpp" #include "../util/output/bmpwriter.hpp" #include "../util/noise/pnoise2.hpp" // Constants const size_t GRID_SIZE = 1024; const size_t RENDER_WIDTH = 512; const size_t RENDER_HEIGHT = 512; // Function to generate grayscale noise grid void generateNoiseGrid(VoxelGrid& grid, PNoise2& noise) { std::cout << "Generating 1024x1024x1024 noise grid..." << std::endl; // Generate Perlin noise in the grid for (size_t z = 0; z < GRID_SIZE; ++z) { if (z % 64 == 0) { std::cout << "Processing layer " << z << " of " << GRID_SIZE << std::endl; } for (size_t y = 0; y < GRID_SIZE; ++y) { for (size_t x = 0; x < GRID_SIZE; ++x) { // Create 3D noise coordinates (scaled for better frequency) float scale = 0.05f; // Controls noise frequency float noiseVal = noise.permute(Vec3f(x * scale, y * scale, z * scale)); // Convert from [-1, 1] to [0, 1] range float normalizedNoise = (noiseVal + 1.0f) * 0.5f; // Apply threshold to make some voxels "active" // Higher threshold = sparser voxels float threshold = 0.3f; float active = (normalizedNoise > threshold) ? normalizedNoise : 0.0f; // Create grayscale color based on noise value uint8_t grayValue = static_cast(normalizedNoise * 255); Vec3ui8 color(grayValue, grayValue, grayValue); grid.set(x, y, z, active, color); } } } std::cout << "Noise grid generation complete!" << std::endl; } // Function to render grid from a specific viewpoint bool renderView(const std::string& filename, VoxelGrid& grid, const Vec3f& position, const Vec3f& direction, const Vec3f& up = Vec3f(0, 1, 0)) { Camera cam(position, direction, up); std::vector renderBuffer; size_t width = RENDER_WIDTH; size_t height = RENDER_HEIGHT; // Render the view grid.renderOut(renderBuffer, width, height, cam); // Save to BMP 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; } int main() { try { std::cout << "=== Noise Grid Generator and Renderer ===" << std::endl; std::cout << "Grid Size: 1024x1024x1024 voxels" << std::endl; std::cout << "Render Size: 512x512 pixels" << std::endl; // Initialize Perlin noise generator PNoise2 noise; // Create voxel grid VoxelGrid grid(GRID_SIZE, GRID_SIZE, GRID_SIZE); // Generate noise grid generateNoiseGrid(grid, noise); // Define center of the grid for camera positioning Vec3f gridCenter(GRID_SIZE / 2.0f, GRID_SIZE / 2.0f, GRID_SIZE / 2.0f); // Camera distance from center (outside the grid) float cameraDistance = GRID_SIZE * 2.0f; // Render from 4 cardinal directions (looking at center) std::cout << "\nRendering cardinal views..." << std::endl; // North view (looking from positive Z towards center) renderView("north_view.bmp", grid, gridCenter + Vec3f(0, 0, cameraDistance), Vec3f(0, 0, -1)); // Look towards negative Z // South view (looking from negative Z towards center) renderView("south_view.bmp", grid, gridCenter + Vec3f(0, 0, -cameraDistance), Vec3f(0, 0, 1)); // Look towards positive Z // East view (looking from positive X towards center) renderView("east_view.bmp", grid, gridCenter + Vec3f(cameraDistance, 0, 0), Vec3f(-1, 0, 0)); // Look towards negative X // West view (looking from negative X towards center) renderView("west_view.bmp", grid, gridCenter + Vec3f(-cameraDistance, 0, 0), Vec3f(1, 0, 0)); // Look towards positive X // Zenith view (looking from above) std::cout << "\nRendering zenith and nadir views..." << std::endl; renderView("zenith_view.bmp", grid, gridCenter + Vec3f(0, cameraDistance, 0), Vec3f(0, -1, 0), // Look down Vec3f(0, 0, -1)); // Adjust up vector for proper orientation // Nadir view (looking from below) renderView("nadir_view.bmp", grid, gridCenter + Vec3f(0, -cameraDistance, 0), Vec3f(0, 1, 0), // Look up Vec3f(0, 0, 1)); // Adjust up vector // Optional: Create a front view (alternative to north) renderView("front_view.bmp", grid, gridCenter + Vec3f(0, 0, cameraDistance), Vec3f(0, 0, -1), Vec3f(0, 1, 0)); std::cout << "\n=== All renders complete! ===" << std::endl; std::cout << "Generated BMP files:" << std::endl; std::cout << "1. north_view.bmp - Looking from positive Z" << std::endl; std::cout << "2. south_view.bmp - Looking from negative Z" << std::endl; std::cout << "3. east_view.bmp - Looking from positive X" << std::endl; std::cout << "4. west_view.bmp - Looking from negative X" << std::endl; std::cout << "5. zenith_view.bmp - Looking from above" << std::endl; std::cout << "6. nadir_view.bmp - Looking from below" << std::endl; std::cout << "7. front_view.bmp - Alternative front view" << std::endl; return 0; } catch (const std::exception& e) { std::cerr << "Error: " << e.what() << std::endl; return 1; } }