1061 lines
40 KiB
C++
1061 lines
40 KiB
C++
#include <map>
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#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 <atomic>
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#include <mutex>
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#include <cmath>
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#include <random>
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#include <algorithm>
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#include "../util/grid/grid3eigen.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 "../util/noise/pnoise2.hpp"
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#include "../util/output/aviwriter.hpp"
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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 gridSizecube = 512;
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PNoise2 noise = PNoise2(42);
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};
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struct spheredefaults {
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float centerX = 0.0f;
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float centerY = 0.0f;
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float centerZ = 0.0f;
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float radius = 128.0f;
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float color[3] = {0.0f, 1.0f, 0.0f};
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bool light = false;
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float emittance = 0.0f;
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float reflection = 0.0f;
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float refraction = 0.0f;
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bool fillInside = false;
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float voxelSize = 2.f;
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int numPoints = 15000;
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};
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struct stardefaults {
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float x = 3000.0f;
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float y = 0.0f;
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float z = 0.0f;
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float color[3] = {1.0f, 0.95f, 0.8f};
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float emittance = 1000.0f;
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float size = 1000.0f;
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bool enabled = true;
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};
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enum class NoiseType {
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Perlin = 0,
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Value = 1,
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Fractal = 2,
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Turbulence = 3,
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Ridged = 4,
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Billow = 5,
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WhiteNoise = 6,
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WorleyNoise = 7,
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VoronoiNoise = 8,
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CrystalNoise = 9,
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DomainWarp = 10,
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CurlNoise = 11
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};
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enum class BlendMode {
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Add = 0,
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Subtract = 1,
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Multiply = 2,
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Min = 3,
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Max = 4,
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Replace = 5,
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DomainWarp = 6 // Uses this layer's value to distort coordinates for NEXT layers
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};
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struct NoiseLayer {
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bool enabled = true;
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char name[32] = "Layer";
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NoiseType type = NoiseType::Perlin;
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BlendMode blend = BlendMode::Add;
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// Params specific to this layer
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int seedOffset = 0;
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float scale = 0.02f;
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float strength = 1.0f; // blending weight or warp strength
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// Fractal specific
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int octaves = 4;
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float persistence = 0.5f;
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float lacunarity = 2.0f;
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float ridgeOffset = 1.0f;
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};
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struct NoisePreviewState {
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int width = 512;
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int height = 512;
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// Global settings
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int masterSeed = 1337;
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float offset[2] = {0.0f, 0.0f};
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// The Stack
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std::vector<NoiseLayer> layers;
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// Visuals
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GLuint textureId = 0;
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std::vector<uint8_t> pixelBuffer;
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bool needsUpdate = true;
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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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using PointType = Eigen::Matrix<float, 3, 1>;
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// Render FPS tracking variables
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double renderFrameTime = 0.0;
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double avgRenderFrameTime = 0.0;
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double renderFPS = 0.0;
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const int FRAME_HISTORY_SIZE = 60;
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std::vector<double> renderFrameTimes;
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int frameHistoryIndex = 0;
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bool firstFrameMeasured = false;
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// Stats update timer
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std::chrono::steady_clock::time_point lastStatsUpdate;
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const std::chrono::seconds STATS_UPDATE_INTERVAL(60);
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std::string cachedStats;
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bool statsNeedUpdate = true;
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float sampleNoiseLayer(PNoise2& gen, NoiseType type, Eigen::Vector2f point, const NoiseLayer& layer) {
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float val = 0.0f;
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switch (type) {
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case NoiseType::Perlin:
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val = gen.permute(point);
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break;
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case NoiseType::Value:
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val = gen.valueNoise(point);
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break;
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case NoiseType::Fractal:
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val = gen.fractalNoise(point, layer.octaves, layer.persistence, layer.lacunarity);
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break;
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case NoiseType::Turbulence:
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val = gen.turbulence(point, layer.octaves);
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val = (val * 2.0f) - 1.0f;
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break;
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case NoiseType::Ridged:
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val = gen.ridgedNoise(point, layer.octaves, layer.ridgeOffset);
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val = (val * 0.5f) - 1.0f;
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break;
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case NoiseType::Billow:
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val = gen.billowNoise(point, layer.octaves);
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val = (val * 2.0f) - 1.0f;
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break;
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case NoiseType::WhiteNoise:
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val = gen.whiteNoise(point);
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break;
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case NoiseType::WorleyNoise:
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val = gen.worleyNoise(point);
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break;
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case NoiseType::VoronoiNoise:
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val = gen.voronoiNoise(point);
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break;
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case NoiseType::CrystalNoise:
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val = gen.crystalNoise(point);
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break;
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// Simplified: DomainWarp and Curl inside a layer act as standard noise
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// that we will use to manipulate coordinates manually in the loop
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case NoiseType::DomainWarp:
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val = gen.domainWarp(point, 1.0f);
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break;
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case NoiseType::CurlNoise:
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// For single channel return, we just take length or one component
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// Ideally Curl returns a vector, but for this helper we return magnitude
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// to allow it to be used as a heightmap factor if needed.
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Eigen::Vector2f flow = gen.curlNoise(point);
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val = flow.norm();
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break;
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}
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return val;
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}
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// Helper to generate the 2D noise texture
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void updateNoiseTexture(NoisePreviewState& state) {
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if (state.textureId == 0) glGenTextures(1, &state.textureId);
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state.pixelBuffer.resize(state.width * state.height * 3);
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// Create one generator. We will re-seed it per layer or use offsets.
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// PNoise2 is fast to init? If not, create one and change seed if supported,
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// or create a vector of generators. Assuming lightweight:
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#pragma omp parallel for
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for (int y = 0; y < state.height; ++y) {
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// Optimization: Create generator on thread stack if PNoise2 is lightweight,
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// otherwise pass seed to methods if possible.
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// Assuming we construct one per thread or rely on internal state:
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PNoise2 generator(state.masterSeed);
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for (int x = 0; x < state.width; ++x) {
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// 1. Initial Coordinate
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float nx = (x + state.offset[0]);
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float ny = (y + state.offset[1]);
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Eigen::Vector2f point(nx, ny);
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float finalValue = 0.0f;
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// 2. Process Layer Stack
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for (const auto& layer : state.layers) {
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if (!layer.enabled) continue;
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// Adjust coordinate frequency for this layer
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Eigen::Vector2f samplePoint = point * layer.scale;
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// Re-seed logic (simulated by large coordinate offsets if re-seeding isn't exposed)
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// Or if PNoise2 allows reseeding: generator.setSeed(state.masterSeed + layer.seedOffset);
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// Here we cheat by offsetting coordinates based on seed to avoid constructor overhead in loop
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samplePoint += Eigen::Vector2f((float)layer.seedOffset * 10.5f, (float)layer.seedOffset * -10.5f);
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// Special Case: Coordinate Mutators (Domain Warp / Curl)
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if (layer.blend == BlendMode::DomainWarp) {
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if (layer.type == NoiseType::CurlNoise) {
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Eigen::Vector2f flow = generator.curlNoise(samplePoint);
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point += flow * layer.strength * 100.0f; // Update the BASE point for future layers
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} else {
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// Standard Domain Warp using simple noise offsets
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float warpX = sampleNoiseLayer(generator, layer.type, samplePoint, layer);
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// Sample Y slightly offset to get different direction
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float warpY = sampleNoiseLayer(generator, layer.type, samplePoint + Eigen::Vector2f(5.2f, 1.3f), layer);
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point += Eigen::Vector2f(warpX, warpY) * layer.strength * 100.0f;
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}
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continue; // Don't add to finalValue, we just warped space
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}
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// Standard Arithmetic Layers
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float nVal = sampleNoiseLayer(generator, layer.type, samplePoint, layer);
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switch (layer.blend) {
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case BlendMode::Replace:
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finalValue = nVal * layer.strength;
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break;
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case BlendMode::Add:
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finalValue += nVal * layer.strength;
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break;
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case BlendMode::Subtract:
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finalValue -= nVal * layer.strength;
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break;
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case BlendMode::Multiply:
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finalValue *= (nVal * layer.strength);
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break;
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case BlendMode::Max:
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finalValue = std::max(finalValue, nVal * layer.strength);
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break;
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case BlendMode::Min:
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finalValue = std::min(finalValue, nVal * layer.strength);
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break;
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}
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}
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// 3. Normalize for display (Map -1..1 to 0..1 usually, but stack can go higher)
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// Tanh is good for soft clamping unbounded stacks
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float norm = std::tanh(finalValue);
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norm = (norm + 1.0f) * 0.5f;
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norm = std::clamp(norm, 0.0f, 1.0f);
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uint8_t color = static_cast<uint8_t>(norm * 255);
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int idx = (y * state.width + x) * 3;
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state.pixelBuffer[idx] = color;
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state.pixelBuffer[idx+1] = color;
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state.pixelBuffer[idx+2] = color;
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}
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}
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glBindTexture(GL_TEXTURE_2D, state.textureId);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, state.width, state.height,
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0, GL_RGB, GL_UNSIGNED_BYTE, state.pixelBuffer.data());
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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_NEAREST);
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state.needsUpdate = false;
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}
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void createSphere(const defaults& config, const spheredefaults& sconfig, Octree<int>& grid) {
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if (!grid.empty()) grid.clear();
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Eigen::Vector3f colorVec(sconfig.color[0], sconfig.color[1], sconfig.color[2]);
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Eigen::Vector3f center(sconfig.centerX, sconfig.centerY, sconfig.centerZ);
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float voxelSize = sconfig.voxelSize;
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float radius = sconfig.radius;
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// Calculate how many voxels fit in the diameter
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int voxelsPerDiameter = static_cast<int>(2.0f * radius / voxelSize);
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if (voxelsPerDiameter < 1) voxelsPerDiameter = 1;
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// Create a 3D grid that covers the sphere's bounding box
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for (int i = 0; i <= voxelsPerDiameter; i++) {
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for (int j = 0; j <= voxelsPerDiameter; j++) {
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for (int k = 0; k <= voxelsPerDiameter; k++) {
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// Calculate position in the grid
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float x = center.x() - radius + i * voxelSize;
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float y = center.y() - radius + j * voxelSize;
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float z = center.z() - radius + k * voxelSize;
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Eigen::Vector3f pos(x, y, z);
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// Calculate distance from center
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float dist = (pos - center).norm();
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// For solid sphere: include all points within radius
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if (dist <= radius + voxelSize * 0.5f) {
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// Optional: For better surface quality, adjust surface points
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if (dist > radius - voxelSize * 0.5f) {
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// This is a surface voxel, adjust to exactly on surface
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if (dist > 0.001f) {
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pos = center + (pos - center).normalized() * radius;
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}
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}
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if (pos.x() >= 0 && pos.x() < config.gridSizecube &&
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pos.y() >= 0 && pos.y() < config.gridSizecube &&
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pos.z() >= 0 && pos.z() < config.gridSizecube) {
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grid.set(1, pos, true, colorVec, voxelSize, true, 1,
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sconfig.light, sconfig.emittance, sconfig.refraction, sconfig.reflection, Octree<int>::Shape::CUBE);
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}
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}
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}
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}
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}
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// If we want a truly solid sphere without gaps, we need a second pass
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if (sconfig.fillInside) {
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// Scan for potential gaps in the interior
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int interiorSteps = static_cast<int>(radius / voxelSize);
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float interiorStep = voxelSize * 0.5f; // Half-step for gap checking
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for (int i = 0; i <= interiorSteps * 2; i++) {
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for (int j = 0; j <= interiorSteps * 2; j++) {
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for (int k = 0; k <= interiorSteps * 2; k++) {
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Eigen::Vector3f pos(
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center.x() - radius + i * interiorStep,
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center.y() - radius + j * interiorStep,
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center.z() - radius + k * interiorStep
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);
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float dist = (pos - center).norm();
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// If deep inside the sphere
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if (dist < radius * 0.8f) {
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// Check if position is valid
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if (pos.x() >= 0 && pos.x() < config.gridSizecube &&
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pos.y() >= 0 && pos.y() < config.gridSizecube &&
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pos.z() >= 0 && pos.z() < config.gridSizecube) {
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// Try to add the point
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grid.set(1, pos, true, colorVec, voxelSize, true, 1,
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sconfig.light, sconfig.emittance, sconfig.refraction, sconfig.reflection);
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}
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}
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}
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}
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}
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}
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}
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void addStar(const defaults& config, const stardefaults& starconf, Octree<int>& grid) {
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if (!starconf.enabled) return;
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Eigen::Vector3f colorVec(starconf.color[0], starconf.color[1], starconf.color[2]);
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PointType pos(starconf.x, starconf.y, starconf.z);
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grid.set(2, pos, true, colorVec, starconf.size, true, 2, true, starconf.emittance, 0.0f, 0.0f);
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}
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void updateStatsCache(Octree<int>& grid) {
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std::stringstream gridstats;
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grid.printStats(gridstats);
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cachedStats = gridstats.str();
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lastStatsUpdate = std::chrono::steady_clock::now();
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statsNeedUpdate = false;
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}
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void livePreview(Octree<int>& 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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auto renderStart = std::chrono::high_resolution_clock::now();
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frame currentPreviewFrame = grid.fastRenderFrame(cam, config.outWidth, config.outHeight, frame::colormap::RGB);
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auto renderEnd = std::chrono::high_resolution_clock::now();
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renderFrameTime = std::chrono::duration<double>(renderEnd - renderStart).count();
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if (!firstFrameMeasured) {
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renderFrameTimes.resize(FRAME_HISTORY_SIZE, renderFrameTime);
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firstFrameMeasured = true;
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}
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renderFrameTimes[frameHistoryIndex] = renderFrameTime;
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frameHistoryIndex = (frameHistoryIndex + 1) % FRAME_HISTORY_SIZE;
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avgRenderFrameTime = 0.0;
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int validFrames = 0;
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for (int i = 0; i < FRAME_HISTORY_SIZE; i++) {
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if (renderFrameTimes[i] > 0) {
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avgRenderFrameTime += renderFrameTimes[i];
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validFrames++;
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}
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}
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if (validFrames > 0) {
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avgRenderFrameTime /= validFrames;
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renderFPS = 1.0 / avgRenderFrameTime;
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}
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auto now = std::chrono::steady_clock::now();
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if (statsNeedUpdate || (now - lastStatsUpdate) > STATS_UPDATE_INTERVAL) {
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updateStatsCache(grid);
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}
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if (textu == 0) {
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glGenTextures(1, &textu);
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}
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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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void resetView(Camera& cam, float gridSize) {
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cam.origin = Vector3f(gridSize, gridSize, gridSize);
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Vector3f center(gridSize / 2.0f, gridSize / 2.0f, gridSize / 2.0f);
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cam.lookAt(center);
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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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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
|
|
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);
|
|
|
|
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
|
|
|
|
defaults config;
|
|
PointType minBound(-config.gridSizecube, -config.gridSizecube, -config.gridSizecube);
|
|
PointType maxBound(config.gridSizecube, config.gridSizecube, config.gridSizecube);
|
|
Octree<int> grid(minBound, maxBound, 16, 16);
|
|
bool gridInitialized = false;
|
|
float ghalf = config.gridSizecube / 2.f;
|
|
|
|
spheredefaults sphereConf;
|
|
stardefaults starConf;
|
|
|
|
// Initialize Noise Preview State
|
|
NoisePreviewState noiseState;
|
|
NoiseLayer l1;
|
|
l1.type = NoiseType::Fractal;
|
|
l1.blend = BlendMode::Add; // Start with base
|
|
l1.scale = 0.005f;
|
|
strcpy(l1.name, "Continents");
|
|
noiseState.layers.push_back(l1);
|
|
|
|
updateNoiseTexture(noiseState);
|
|
|
|
sphereConf.centerX = ghalf;
|
|
sphereConf.centerY = ghalf;
|
|
sphereConf.centerZ = ghalf;
|
|
|
|
bool autoRotate = false;
|
|
bool autoRotateView = false;
|
|
float rotationSpeedX = 0.1f;
|
|
float rotationSpeedY = 0.07f;
|
|
float rotationSpeedZ = 0.05f;
|
|
float autoRotationTime = 0.0f;
|
|
PointType initialViewDir(0, 0, 1);
|
|
float rotationRadius = 255.0f;
|
|
float yawSpeed = 0.5f;
|
|
float pitchSpeed = 0.3f;
|
|
float rollSpeed = 0.2f;
|
|
float autoRotationAngle = 0.0f;
|
|
PointType initialUpDir(0, 1, 0);
|
|
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 camspeed = 50;
|
|
Camera cam(PointType(400, 400, 400), PointType(0,0,1), PointType(0,1,0), 80, camspeed);
|
|
|
|
std::map<int, bool> keyStates;
|
|
bool mouseCaptured = false;
|
|
double lastMouseX = 0, lastMouseY = 0;
|
|
float deltaTime = 0.016f;
|
|
renderFrameTimes.resize(FRAME_HISTORY_SIZE, 0.0);
|
|
|
|
lastStatsUpdate = std::chrono::steady_clock::now();
|
|
statsNeedUpdate = true;
|
|
bool worldPreview = false;
|
|
|
|
if (grid.load("output/Treegrid.yggs")) {
|
|
gridInitialized = true;
|
|
updateStatsCache(grid);
|
|
resetView(cam, config.gridSizecube);
|
|
}
|
|
|
|
while (!glfwWindowShouldClose(window)) {
|
|
double currentTime = glfwGetTime();
|
|
static double lastFrameTime = currentTime;
|
|
deltaTime = currentTime - lastFrameTime;
|
|
lastFrameTime = currentTime;
|
|
|
|
if (autoRotate) autoRotationTime += deltaTime;
|
|
if (autoRotateView) autoRotationAngle += deltaTime;
|
|
|
|
glfwPollEvents();
|
|
|
|
for (int i = GLFW_KEY_SPACE; i <= GLFW_KEY_LAST; i++) {
|
|
keyStates[i] = (glfwGetKey(window, i) == GLFW_PRESS);
|
|
}
|
|
|
|
// Camera movement - WASD + QE + ZX
|
|
float actualMoveSpeed = deltaTime;
|
|
float actualRotateSpeed = deltaTime;
|
|
|
|
if (keyStates[GLFW_KEY_W]) {
|
|
cam.moveForward(actualMoveSpeed);
|
|
previewRequested = true;
|
|
}
|
|
if (keyStates[GLFW_KEY_S]) {
|
|
cam.moveBackward(actualMoveSpeed);
|
|
previewRequested = true;
|
|
}
|
|
if (keyStates[GLFW_KEY_A]) {
|
|
cam.moveLeft(actualMoveSpeed);
|
|
previewRequested = true;
|
|
}
|
|
if (keyStates[GLFW_KEY_D]) {
|
|
cam.moveRight(actualMoveSpeed);
|
|
previewRequested = true;
|
|
}
|
|
if (keyStates[GLFW_KEY_Z]) {
|
|
cam.moveUp(actualMoveSpeed);
|
|
previewRequested = true;
|
|
}
|
|
if (keyStates[GLFW_KEY_X]) {
|
|
cam.moveDown(actualMoveSpeed);
|
|
previewRequested = true;
|
|
}
|
|
if (keyStates[GLFW_KEY_Q]) {
|
|
cam.rotateYaw(actualRotateSpeed);
|
|
previewRequested = true;
|
|
}
|
|
if (keyStates[GLFW_KEY_R]) {
|
|
cam.rotateYaw(-actualRotateSpeed);
|
|
previewRequested = true;
|
|
}
|
|
|
|
// Update camera position and view direction variables for UI
|
|
camX = cam.origin[0];
|
|
camY = cam.origin[1];
|
|
camZ = cam.origin[2];
|
|
|
|
camvX = cam.direction[0];
|
|
camvY = cam.direction[1];
|
|
camvZ = cam.direction[2];
|
|
camspeed = cam.movementSpeed;
|
|
|
|
ImGui_ImplOpenGL3_NewFrame();
|
|
ImGui_ImplGlfw_NewFrame();
|
|
ImGui::NewFrame();
|
|
|
|
{
|
|
ImGui::Begin("Controls");
|
|
|
|
ImGui::Text("Planet");
|
|
float pos[3] = { sphereConf.centerX, sphereConf.centerY, sphereConf.centerZ };
|
|
if (ImGui::DragFloat3("Center (X,Y,Z)", pos, 1.0f, 0.0f, (float)config.gridSizecube)) {
|
|
sphereConf.centerX = pos[0];
|
|
sphereConf.centerY = pos[1];
|
|
sphereConf.centerZ = pos[2];
|
|
}
|
|
ImGui::DragFloat("Radius", &sphereConf.radius, 0.5f, 1.0f, 250.0f);
|
|
ImGui::DragInt("Point Count", &sphereConf.numPoints, 100, 100, 200000);
|
|
ImGui::DragFloat("Density (Overlap)", &sphereConf.voxelSize, 0.05f, 0.1f, 5.0f);
|
|
if (ImGui::IsItemHovered()) {
|
|
ImGui::SetTooltip("Multiplies calculated point size. >1.0 ensures solid surface.");
|
|
}
|
|
ImGui::ColorEdit3("Color", sphereConf.color);
|
|
|
|
ImGui::Separator();
|
|
ImGui::Checkbox("Is Light", &sphereConf.light);
|
|
if(sphereConf.light) {
|
|
ImGui::DragFloat("Emittance", &sphereConf.emittance, 0.1f, 0.0f, 100.0f);
|
|
}
|
|
ImGui::SliderFloat("Reflection", &sphereConf.reflection, 0.0f, 1.0f);
|
|
ImGui::SliderFloat("Refraction", &sphereConf.refraction, 0.0f, 1.0f);
|
|
ImGui::Checkbox("Fill Inside", &sphereConf.fillInside);
|
|
|
|
if (ImGui::CollapsingHeader("Star/Sun Parameters", ImGuiTreeNodeFlags_DefaultOpen)) {
|
|
ImGui::Checkbox("Enable Star", &starConf.enabled);
|
|
|
|
// Allow large range for position to place it "far away"
|
|
float starPos[3] = { starConf.x, starConf.y, starConf.z };
|
|
if (ImGui::DragFloat3("Position", starPos, 5.0f, -2000.0f, 2000.0f)) {
|
|
starConf.x = starPos[0];
|
|
starConf.y = starPos[1];
|
|
starConf.z = starPos[2];
|
|
}
|
|
|
|
ImGui::DragFloat("Size (Radius)", &starConf.size, 1.0f, 1.0f, 500.0f);
|
|
ImGui::DragFloat("Brightness", &starConf.emittance, 1.0f, 0.0f, 1000.0f);
|
|
ImGui::ColorEdit3("Light Color", starConf.color);
|
|
}
|
|
|
|
ImGui::Separator();
|
|
|
|
if (ImGui::Button("Create Sphere & Render")) {
|
|
createSphere(config, sphereConf, grid);
|
|
addStar(config, starConf, grid);
|
|
gridInitialized = true;
|
|
statsNeedUpdate = true;
|
|
|
|
resetView(cam, config.gridSizecube);
|
|
|
|
livePreview(grid, config, cam);
|
|
ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight));
|
|
|
|
}
|
|
|
|
ImGui::End();
|
|
}
|
|
|
|
{
|
|
ImGui::Begin("Planet Preview");
|
|
if (ImGui::Checkbox("update Preview", &worldPreview)) if (gridInitialized) livePreview(grid, config, cam);
|
|
|
|
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::Text("Render Performance:");
|
|
if (renderFPS > 0) {
|
|
// Color code based on FPS
|
|
ImVec4 fpsColor;
|
|
if (renderFPS >= 30.0) {
|
|
fpsColor = ImVec4(0.0f, 1.0f, 0.0f, 1.0f); // Green for good FPS
|
|
} else if (renderFPS >= 15.0) {
|
|
fpsColor = ImVec4(1.0f, 1.0f, 0.0f, 1.0f); // Yellow for okay FPS
|
|
} else {
|
|
fpsColor = ImVec4(1.0f, 0.0f, 0.0f, 1.0f); // Red for poor FPS
|
|
}
|
|
|
|
ImGui::TextColored(fpsColor, "FPS: %.1f", renderFPS);
|
|
ImGui::Text("Frame time: %.1f ms", avgRenderFrameTime * 1000.0);
|
|
|
|
// Simple progress bar for frame time
|
|
ImGui::Text("%.1f/100 ms", avgRenderFrameTime * 1000.0);
|
|
|
|
// Show latest frame time
|
|
ImGui::Text("Latest: %.1f ms", renderFrameTime * 1000.0);
|
|
}
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Performance: %.1f FPS (%.1f ms)", renderFPS, avgRenderFrameTime * 1000.0);
|
|
|
|
if (gridInitialized) {
|
|
auto now = std::chrono::steady_clock::now();
|
|
if ((now - lastStatsUpdate) > STATS_UPDATE_INTERVAL) updateStatsCache(grid);
|
|
ImGui::TextUnformatted(cachedStats.c_str());
|
|
}
|
|
ImGui::End();
|
|
}
|
|
|
|
{
|
|
ImGui::Begin("controls");
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Camera Controls:");
|
|
|
|
float maxSliderValueX = config.gridSizecube;
|
|
float maxSliderValueY = config.gridSizecube;
|
|
float maxSliderValueZ = config.gridSizecube;
|
|
float maxSliderValueRotation = 360.0f;
|
|
|
|
ImGui::Text("Position (0 to grid size²):");
|
|
if (ImGui::SliderFloat("Camera X", &camX, 0.0f, maxSliderValueX)) {
|
|
cam.origin[0] = camX;
|
|
}
|
|
if (ImGui::SliderFloat("Camera Y", &camY, 0.0f, maxSliderValueY)) {
|
|
cam.origin[1] = camY;
|
|
}
|
|
if (ImGui::SliderFloat("Camera Z", &camZ, 0.0f, maxSliderValueZ)) {
|
|
cam.origin[2] = camZ;
|
|
}
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("View Direction:");
|
|
if (ImGui::SliderFloat("Camera View X", &camvX, -1.0f, 1.0f)) {
|
|
cam.direction[0] = camvX;
|
|
}
|
|
if (ImGui::SliderFloat("Camera View Y", &camvY, -1.0f, 1.0f)) {
|
|
cam.direction[1] = camvY;
|
|
}
|
|
if (ImGui::SliderFloat("Camera View Z", &camvZ, -1.0f, 1.0f)) {
|
|
cam.direction[2] = camvZ;
|
|
}
|
|
|
|
if (ImGui::SliderFloat("Camera Speed", &camspeed, 1, 100)) {
|
|
cam.movementSpeed = camspeed;
|
|
}
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Current Camera Position:");
|
|
ImGui::Text("X: %.2f, Y: %.2f, Z: %.2f",
|
|
cam.origin[0],
|
|
cam.origin[1],
|
|
cam.origin[2]);
|
|
|
|
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 = PointType(camvX, camvY, camvZ);
|
|
}
|
|
}
|
|
|
|
if (ImGui::Button(autoRotateView ? "Stop Looking Around" : "Start Looking Around")) {
|
|
autoRotateView = !autoRotateView;
|
|
if (autoRotateView) {
|
|
autoRotationAngle = 0.0f;
|
|
initialViewDir = PointType(camvX, camvY, camvZ);
|
|
}
|
|
}
|
|
|
|
if (autoRotate) {
|
|
ImGui::SameLine();
|
|
ImGui::Text("(Running)");
|
|
|
|
// 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.gridSizecube / 2.0f + rotationRadius * camvX;
|
|
camY = config.gridSizecube / 2.0f + rotationRadius * camvY;
|
|
camZ = config.gridSizecube / 2.0f + rotationRadius * camvZ;
|
|
|
|
// Update camera
|
|
cam.origin = PointType(camX, camY, camZ);
|
|
cam.direction = PointType(camvX, camvY, camvZ);
|
|
|
|
// 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");
|
|
|
|
// 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
|
|
PointType forward = initialViewDir;
|
|
|
|
// Yaw rotation (around Y axis)
|
|
float cosYaw = cosf(yaw);
|
|
float sinYaw = sinf(yaw);
|
|
PointType tempForward;
|
|
tempForward[0] = forward[0] * cosYaw + forward[2] * sinYaw;
|
|
tempForward[1] = forward[1];
|
|
tempForward[2] = -forward[0] * sinYaw + forward[2] * cosYaw;
|
|
forward = tempForward;
|
|
|
|
// Pitch rotation (around X axis)
|
|
float cosPitch = cosf(pitch);
|
|
float sinPitch = sinf(pitch);
|
|
tempForward[0] = forward[0];
|
|
tempForward[1] = forward[1] * cosPitch - forward[2] * sinPitch;
|
|
tempForward[2] = forward[1] * sinPitch + forward[2] * cosPitch;
|
|
forward = tempForward;
|
|
|
|
// Normalize
|
|
float length = sqrtf(forward[0] * forward[0] + forward[1] * forward[1] + forward[2] * forward[2]);
|
|
if (length > 0.001f) {
|
|
forward[0] /= length;
|
|
forward[1] /= length;
|
|
forward[2] /= length;
|
|
}
|
|
|
|
// Update view direction
|
|
camvX = forward[0];
|
|
camvY = forward[1];
|
|
camvZ = forward[2];
|
|
|
|
// Update camera
|
|
cam.direction = PointType(camvX, camvY, camvZ);
|
|
|
|
// 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::End();
|
|
}
|
|
|
|
{
|
|
ImGui::Begin("2D Noise Lab");
|
|
|
|
// Master Controls
|
|
bool changed = false;
|
|
changed |= ImGui::InputInt("Master Seed", &noiseState.masterSeed);
|
|
changed |= ImGui::DragFloat2("Pan Offset", noiseState.offset, 1.0f);
|
|
|
|
ImGui::Separator();
|
|
|
|
if (ImGui::Button("Add Layer")) {
|
|
NoiseLayer l;
|
|
sprintf(l.name, "Layer %zu", noiseState.layers.size());
|
|
noiseState.layers.push_back(l);
|
|
changed = true;
|
|
}
|
|
|
|
ImGui::SameLine();
|
|
if (ImGui::Button("Clear All")) {
|
|
noiseState.layers.clear();
|
|
changed = true;
|
|
}
|
|
|
|
ImGui::BeginChild("LayersScroll", ImVec2(0, 300), true);
|
|
|
|
// Layer List
|
|
for (int i = 0; i < noiseState.layers.size(); ++i) {
|
|
NoiseLayer& layer = noiseState.layers[i];
|
|
|
|
ImGui::PushID(i); // Important for ImGui inside loops!
|
|
|
|
// Header
|
|
bool open = ImGui::CollapsingHeader(layer.name, ImGuiTreeNodeFlags_DefaultOpen);
|
|
|
|
// Context menu to move/delete
|
|
if (ImGui::BeginPopupContextItem()) {
|
|
if (ImGui::MenuItem("Move Up", nullptr, false, i > 0)) {
|
|
std::swap(noiseState.layers[i], noiseState.layers[i-1]);
|
|
changed = true;
|
|
ImGui::CloseCurrentPopup();
|
|
}
|
|
if (ImGui::MenuItem("Move Down", nullptr, false, i < noiseState.layers.size()-1)) {
|
|
std::swap(noiseState.layers[i], noiseState.layers[i+1]);
|
|
changed = true;
|
|
ImGui::CloseCurrentPopup();
|
|
}
|
|
if (ImGui::MenuItem("Duplicate")) {
|
|
noiseState.layers.insert(noiseState.layers.begin() + i, layer);
|
|
changed = true;
|
|
ImGui::CloseCurrentPopup();
|
|
}
|
|
if (ImGui::MenuItem("Delete")) {
|
|
noiseState.layers.erase(noiseState.layers.begin() + i);
|
|
changed = true;
|
|
ImGui::CloseCurrentPopup();
|
|
ImGui::EndPopup();
|
|
ImGui::PopID();
|
|
continue; // Break loop safely
|
|
}
|
|
ImGui::EndPopup();
|
|
}
|
|
|
|
if (open) {
|
|
ImGui::Checkbox("##enabled", &layer.enabled);
|
|
ImGui::SameLine();
|
|
ImGui::InputText("##name", layer.name, 32);
|
|
|
|
// Type and Blend
|
|
const char* types[] = { "Perlin", "Value", "Fractal", "Turbulence", "Ridged", "Billow", "White", "Worley", "Voronoi", "Crystal", "Domain Warp", "Curl" };
|
|
const char* blends[] = { "Add", "Subtract", "Multiply", "Min", "Max", "Replace", "Domain Warp (Coord)" };
|
|
|
|
if (ImGui::Combo("Type", (int*)&layer.type, types, IM_ARRAYSIZE(types))) changed = true;
|
|
if (ImGui::Combo("Blend", (int*)&layer.blend, blends, IM_ARRAYSIZE(blends))) changed = true;
|
|
|
|
// Common Params
|
|
if (ImGui::SliderFloat("Scale", &layer.scale, 0.0001f, 0.2f, "%.5f")) changed = true;
|
|
if (ImGui::SliderFloat("Strength/Weight", &layer.strength, 0.0f, 5.0f)) changed = true;
|
|
if (ImGui::SliderInt("Seed Offset", &layer.seedOffset, 0, 100)) changed = true;
|
|
|
|
// Conditional Params
|
|
if (layer.type == NoiseType::Fractal || layer.type == NoiseType::Turbulence ||
|
|
layer.type == NoiseType::Ridged || layer.type == NoiseType::Billow) {
|
|
|
|
if (ImGui::SliderInt("Octaves", &layer.octaves, 1, 10)) changed = true;
|
|
if (layer.type == NoiseType::Fractal) {
|
|
if (ImGui::SliderFloat("Persistence", &layer.persistence, 0.0f, 1.0f)) changed = true;
|
|
if (ImGui::SliderFloat("Lacunarity", &layer.lacunarity, 1.0f, 4.0f)) changed = true;
|
|
}
|
|
if (layer.type == NoiseType::Ridged) {
|
|
if (ImGui::SliderFloat("Ridge Offset", &layer.ridgeOffset, 0.0f, 2.0f)) changed = true;
|
|
}
|
|
}
|
|
|
|
ImGui::Separator();
|
|
}
|
|
|
|
ImGui::PopID();
|
|
}
|
|
ImGui::EndChild();
|
|
|
|
ImGui::Separator();
|
|
|
|
// Preview
|
|
ImGui::Text("Preview Output");
|
|
ImGui::Image((void*)(intptr_t)noiseState.textureId, ImVec2((float)noiseState.width, (float)noiseState.height));
|
|
|
|
// Auto update logic
|
|
if (changed || noiseState.needsUpdate) {
|
|
updateNoiseTexture(noiseState);
|
|
}
|
|
|
|
ImGui::End();
|
|
}
|
|
|
|
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();
|
|
|
|
grid.save("output/Treegrid.yggs");
|
|
|
|
glfwDestroyWindow(window);
|
|
if (textu != 0) {
|
|
glDeleteTextures(1, &textu);
|
|
textu = 0;
|
|
}
|
|
if (noiseState.textureId != 0) {
|
|
glDeleteTextures(1, &noiseState.textureId);
|
|
noiseState.textureId = 0;
|
|
}
|
|
glfwTerminate();
|
|
|
|
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
|
|
|
|
return 0;
|
|
} |