386 lines
14 KiB
C++
386 lines
14 KiB
C++
#include <iostream>
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#include <vector>
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#include <chrono>
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#include <thread>
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#include "../util/grid/grid3.hpp"
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#include "../util/output/bmpwriter.hpp"
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#include "../util/output/frame.hpp"
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#include "../util/timing_decorator.cpp"
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#include "../imgui/imgui.h"
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#include "../imgui/backends/imgui_impl_glfw.h"
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#include "../imgui/backends/imgui_impl_opengl3.h"
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#include <GLFW/glfw3.h>
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#include "../stb/stb_image.h"
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struct defaults {
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int outWidth = 512;
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int outHeight = 512;
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int gridWidth = 64;
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int gridHeight = 64;
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int gridDepth = 64;
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float fps = 30.0f;
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PNoise2 noise = PNoise2(42);
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};
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std::mutex PreviewMutex;
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GLuint textu = 0;
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bool textureInitialized = false;
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bool updatePreview = false;
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bool previewRequested = false;
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struct Shared {
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std::mutex mutex;
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VoxelGrid grid;
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};
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void setup(defaults config, VoxelGrid& grid) {
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float threshold = 0.3 * 255;
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grid.resize(config.gridWidth, config.gridHeight, config.gridDepth);
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std::cout << "Generating grid of size " << config.gridWidth << "x" << config.gridHeight << "x" << config.gridDepth << std::endl;
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for (int z = 0; z < config.gridDepth; ++z) {
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if (z % 64 == 0) {
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std::cout << "Processing layer " << z << " of " << config.gridDepth << std::endl;
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}
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for (int y = 0; y < config.gridHeight; ++y) {
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for (int x = 0; x < config.gridWidth; ++x) {
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Vec4ui8 noisecolor = config.noise.permuteColor(Vec3f( static_cast<float>(x) / 64, static_cast<float>(y) / 64, static_cast<float>(z) / 64));
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if (noisecolor.a > threshold) {
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grid.set(Vec3i(x, y, z), true, Vec3ui8(noisecolor.xyz()));
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}
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}
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}
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}
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std::cout << "Noise grid generation complete!" << std::endl;
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}
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void livePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
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std::lock_guard<std::mutex> lock(PreviewMutex);
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updatePreview = true;
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frame currentPreviewFrame = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB);
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glGenTextures(1, &textu);
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glBindTexture(GL_TEXTURE_2D, textu);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glBindTexture(GL_TEXTURE_2D, textu);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(),
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0, GL_RGB, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data());
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updatePreview = false;
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textureInitialized = true;
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}
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bool savePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
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TIME_FUNCTION;
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std::vector<uint8_t> renderBuffer;
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size_t width = config.outWidth;
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size_t height = config.outHeight;
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// Render the view
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frame output = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB);
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//grid.renderOut(renderBuffer, width, height, cam);
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// Save to BMP
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bool success = BMPWriter::saveBMP("output/save.bmp", output);
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//bool success = BMPWriter::saveBMP(filename, renderBuffer, width, height);
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// if (success) {
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// std::cout << "Saved: " << filename << std::endl;
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// } else {
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// std::cout << "Failed to save: " << filename << std::endl;
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// }
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return success;
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}
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static void glfw_error_callback(int error, const char* description)
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{
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fprintf(stderr, "GLFW Error %d: %s\n", error, description);
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}
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// Camera movement function
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void handleCameraMovement(GLFWwindow* window, Camera& cam, float deltaTime) {
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float moveSpeed = 50.0f * deltaTime; // Adjust speed as needed
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float rotateSpeed = 50.0f * deltaTime; // Rotation speed
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// Get camera vectors
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Vec3f forward = cam.posfor.direction.normalized();
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Vec3f up = cam.up.normalized();
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Vec3f right = forward.cross(up).normalized();
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// Position movement
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if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin + forward * moveSpeed;
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}
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if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin - forward * moveSpeed;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin - right * moveSpeed;
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}
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if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin + right * moveSpeed;
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}
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// Vertical movement (optional - add with PageUp/PageDown or other keys)
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if (glfwGetKey(window, GLFW_KEY_PAGE_UP) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin + up * moveSpeed;
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}
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if (glfwGetKey(window, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS) {
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cam.posfor.origin = cam.posfor.origin - up * moveSpeed;
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}
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// Camera rotation (using WASD or other keys for rotation)
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// For simplicity, let's add rotation with Q/E for yaw and R/F for pitch
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS) {
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// Rotate left (yaw)
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float yaw = -rotateSpeed * deltaTime;
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// You'll need to add rotation logic to your Camera class
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// For now, let's assume Camera has a rotateYaw method
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cam.rotateYaw(yaw);
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}
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if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS) {
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// Rotate right (yaw)
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float yaw = rotateSpeed * deltaTime;
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cam.rotateYaw(yaw);
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}
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if (glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS) {
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// Look up (pitch)
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float pitch = rotateSpeed * deltaTime;
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cam.rotatePitch(pitch);
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}
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if (glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
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// Look down (pitch)
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float pitch = -rotateSpeed * deltaTime;
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cam.rotatePitch(pitch);
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}
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}
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int main() {
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glfwSetErrorCallback(glfw_error_callback);
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if (!glfwInit()) {
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std::cerr << "gui stuff is dumb in c++." << std::endl;
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glfwTerminate();
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return 1;
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}
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// COPIED VERBATIM FROM IMGUI.
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#if defined(IMGUI_IMPL_OPENGL_ES2)
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// GL ES 2.0 + GLSL 100 (WebGL 1.0)
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const char* glsl_version = "#version 100";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(IMGUI_IMPL_OPENGL_ES3)
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// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
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const char* glsl_version = "#version 300 es";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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#elif defined(__APPLE__)
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// GL 3.2 + GLSL 150
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const char* glsl_version = "#version 150";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
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#else
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// GL 3.0 + GLSL 130
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const char* glsl_version = "#version 130";
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
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//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
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#endif
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bool application_not_closed = true;
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GLFWwindow* window = glfwCreateWindow((int)(1280), (int)(800), "voxelgrid live renderer", nullptr, nullptr);
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if (window == nullptr) {
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glfwTerminate();
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return 1;
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}
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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ImGui::StyleColorsDark();
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ImGuiStyle& style = ImGui::GetStyle();
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ImGui_ImplGlfw_InitForOpenGL(window, true);
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#ifdef __EMSCRIPTEN__
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ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
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#endif
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ImGui_ImplOpenGL3_Init(glsl_version);
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bool show_demo_window = true;
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bool show_another_window = false;
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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defaults config;
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VoxelGrid grid;
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bool gridInitialized = false;
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Camera cam(config.gridWidth, Vec3f(0,0,0), Vec3f(0,1,0), 80);
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// Variables for framerate limiting
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const double targetFrameTime = 1.0 / config.fps; // 30 FPS
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double lastFrameTime = glfwGetTime();
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double accumulator = 0.0;
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// For camera movement
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bool cameraMoved = false;
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double lastUpdateTime = glfwGetTime();
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while (!glfwWindowShouldClose(window)) {
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double currentTime = glfwGetTime();
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double deltaTime = currentTime - lastFrameTime;
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lastFrameTime = currentTime;
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// Accumulate time
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accumulator += deltaTime;
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// Limit framerate
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if (accumulator < targetFrameTime) {
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std::this_thread::sleep_for(std::chrono::duration<double>(targetFrameTime - accumulator));
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currentTime = glfwGetTime();
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accumulator = targetFrameTime;
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}
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// Handle camera movement
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if (gridInitialized) {
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float frameDeltaTime = static_cast<float>(targetFrameTime); // Use fixed delta for consistent movement
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handleCameraMovement(window, cam, frameDeltaTime);
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// Check if any camera movement keys are pressed
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if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_PAGE_UP) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_PAGE_DOWN) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_R) == GLFW_PRESS ||
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glfwGetKey(window, GLFW_KEY_F) == GLFW_PRESS) {
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cameraMoved = true;
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}
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}
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glfwPollEvents();
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// Start the Dear ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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{
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ImGui::Begin("settings");
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if(ImGui::CollapsingHeader("output", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SliderInt("Width", &config.outWidth, 256, 4096);
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ImGui::SliderInt("Height", &config.outHeight, 256, 4096);
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}
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if (ImGui::CollapsingHeader("Grid Settings", ImGuiTreeNodeFlags_DefaultOpen)) {
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ImGui::SliderInt("#Width", &config.gridWidth, 64, 512);
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ImGui::SliderInt("#Height", &config.gridHeight, 64, 512);
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ImGui::SliderInt("#Depth", &config.gridDepth, 64, 512);
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}
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ImGui::Separator();
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if (ImGui::Button("Generate Grid")) {
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setup(config, grid);
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gridInitialized = true;
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savePreview(grid, config, cam);
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cameraMoved = true; // Force preview update after generation
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}
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// Display camera position
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if (gridInitialized) {
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ImGui::Separator();
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ImGui::Text("Camera Position:");
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ImGui::Text("X: %.2f, Y: %.2f, Z: %.2f",
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cam.posfor.origin.x,
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cam.posfor.origin.y,
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cam.posfor.origin.z);
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ImGui::Text("Controls:");
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ImGui::BulletText("Arrow Keys: Move camera");
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ImGui::BulletText("Page Up/Down: Move vertically");
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ImGui::BulletText("Q/E: Rotate left/right");
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ImGui::BulletText("R/F: Rotate up/down");
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}
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ImGui::End();
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}
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{
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ImGui::Begin("Preview");
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if (gridInitialized && textureInitialized) {
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ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight));
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} else if (gridInitialized) {
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ImGui::Text("Preview not generated yet");
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} else {
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ImGui::Text("No grid generated");
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}
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ImGui::End();
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}
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// Update preview if camera moved or enough time has passed
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if (gridInitialized && !updatePreview) {
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double timeSinceLastUpdate = currentTime - lastUpdateTime;
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if (cameraMoved || timeSinceLastUpdate > 0.1) { // Update at least every 0.1 seconds
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livePreview(grid, config, cam);
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lastUpdateTime = currentTime;
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cameraMoved = false;
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}
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}
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// Reset accumulator for next frame
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accumulator -= targetFrameTime;
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ImGui::Render();
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int display_w, display_h;
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glfwGetFramebufferSize(window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
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glClear(GL_COLOR_BUFFER_BIT);
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// std::cout << "rendering" << std::endl;
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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glfwSwapBuffers(window);
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//mainlogicthread.join();
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// std::cout << "swapping buffers" << std::endl;
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}
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// std::cout << "shutting down" << std::endl;
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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// std::cout << "destroying" << std::endl;
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glfwDestroyWindow(window);
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if (textu != 0) {
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glDeleteTextures(1, &textu);
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textu = 0;
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}
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glfwTerminate();
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// std::cout << "printing" << std::endl;
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FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
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return 0;
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} |