Files
stupidsimcpp/tests/g3test2.cpp
2026-01-15 14:49:00 -05:00

640 lines
25 KiB
C++

#include <iostream>
#include <vector>
#include <chrono>
#include <thread>
#include <atomic>
#include <mutex>
#include "../util/grid/grid3.hpp"
#include "../util/grid/g3_serialization.hpp"
#include "../util/output/bmpwriter.hpp"
#include "../util/output/frame.hpp"
#include "../util/timing_decorator.cpp"
#include "../util/noise/pnoise2.hpp"
#include "../util/output/aviwriter.hpp"
#include "../imgui/imgui.h"
#include "../imgui/backends/imgui_impl_glfw.h"
#include "../imgui/backends/imgui_impl_opengl3.h"
#include <GLFW/glfw3.h>
#include "../stb/stb_image.h"
struct defaults {
int outWidth = 512;
int outHeight = 512;
int gridWidth = 64;
int gridHeight = 64;
int gridDepth = 64;
float fps = 30.0f;
PNoise2 noise = PNoise2(42);
};
std::mutex PreviewMutex;
GLuint textu = 0;
bool textureInitialized = false;
bool updatePreview = false;
bool previewRequested = false;
// Add AVI recording variables
std::atomic<bool> isRecordingAVI{false};
std::atomic<bool> recordingRequested{false};
std::atomic<int> recordingFramesRemaining{0};
std::vector<frame> recordedFrames;
std::mutex recordingMutex;
struct Shared {
std::mutex mutex;
VoxelGrid grid;
};
void setup(defaults config, VoxelGrid& grid) {
uint8_t threshold = 0.1 * 255;
grid.resize(config.gridWidth, config.gridHeight, config.gridDepth);
std::cout << "Generating grid of size " << config.gridWidth << "x" << config.gridHeight << "x" << config.gridDepth << std::endl;
for (int z = 0; z < config.gridDepth; ++z) {
if (z % 64 == 0) {
std::cout << "Processing layer " << z << " of " << config.gridDepth << std::endl;
}
for (int y = 0; y < config.gridHeight; ++y) {
for (int x = 0; x < config.gridWidth; ++x) {
uint8_t r = config.noise.permute(Vec3f(static_cast<float>(x) / config.gridWidth / 64, static_cast<float>(y) / config.gridHeight / 64, static_cast<float>(z) / config.gridDepth / 64)) * 255;
uint8_t g = config.noise.permute(Vec3f(static_cast<float>(x) / config.gridWidth / 32, static_cast<float>(y) / config.gridHeight / 32, static_cast<float>(z) / config.gridDepth / 32)) * 255;
uint8_t b = config.noise.permute(Vec3f(static_cast<float>(x) / config.gridWidth / 16, static_cast<float>(y) / config.gridHeight / 16, static_cast<float>(z) / config.gridDepth / 16)) * 255;
uint8_t a = config.noise.permute(Vec3f(static_cast<float>(x) / config.gridWidth / 8 , static_cast<float>(y) / config.gridHeight / 8 , static_cast<float>(z) / config.gridDepth / 8)) * 255;
//Vec4ui8 noisecolor = config.noise.permuteColor(Vec3f( static_cast<float>(x) / 64, static_cast<float>(y) / 64, static_cast<float>(z) / 64));
if (a > threshold) {
//std::cout << "setting a position" << std::endl;
grid.set(Vec3i(x, y, z), true, Vec3ui8(r,g,b));
}
}
}
}
std::cout << "Noise grid generation complete!" << std::endl;
grid.serializeToFile("output/gridsave.ygg3");
grid.printStats();
}
void livePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
std::lock_guard<std::mutex> lock(PreviewMutex);
updatePreview = true;
frame currentPreviewFrame = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB);
glGenTextures(1, &textu);
glBindTexture(GL_TEXTURE_2D, textu);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindTexture(GL_TEXTURE_2D, textu);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(),
0, GL_RGB, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data());
updatePreview = false;
textureInitialized = true;
if (isRecordingAVI) {
std::lock_guard<std::mutex> recLock(recordingMutex);
currentPreviewFrame.compressFrameLZ78();
recordedFrames.push_back(currentPreviewFrame);
}
}
bool savePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
TIME_FUNCTION;
// Render the view
frame output = grid.renderFrame(cam, Vec2i(config.outWidth, config.outHeight), frame::colormap::RGB);
//grid.renderOut(renderBuffer, width, height, cam);
// Save to BMP
bool success = BMPWriter::saveBMP("output/save.bmp", output);
//bool success = BMPWriter::saveBMP(filename, renderBuffer, width, height);
// if (success) {
// std::cout << "Saved: " << filename << std::endl;
// } else {
// std::cout << "Failed to save: " << filename << std::endl;
// }
return success;
}
void startAVIRecording(int frameCount) {
std::lock_guard<std::mutex> lock(recordingMutex);
recordedFrames.clear();
recordedFrames.reserve(frameCount);
recordingFramesRemaining = frameCount;
recordingRequested = true;
}
void stopAndSaveAVI(defaults& config, const std::string& filename) {
std::lock_guard<std::mutex> lock(recordingMutex);
if (!recordedFrames.empty()) {
auto now = std::chrono::system_clock::now();
auto timestamp = std::chrono::duration_cast<std::chrono::milliseconds>(
now.time_since_epoch()).count();
std::string finalFilename = "output/recording_" + std::to_string(timestamp) + ".avi";
std::cout << "Saving AVI with " << recordedFrames.size() << " frames..." << std::endl;
// Save using the new streaming method
bool success = AVIWriter::saveAVIFromCompressedFrames(finalFilename, recordedFrames, config.outWidth, config.outHeight, config.fps);
if (success) {
std::cout << "AVI saved to: " << finalFilename << std::endl;
} else {
std::cout << "Failed to save AVI: " << finalFilename << std::endl;
}
recordedFrames.clear();
}
isRecordingAVI = false;
recordingFramesRemaining = 0;
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
int main() {
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
std::cerr << "gui stuff is dumb in c++." << std::endl;
glfwTerminate();
return 1;
}
// COPIED VERBATIM FROM IMGUI.
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
bool application_not_closed = true;
GLFWwindow* window = glfwCreateWindow((int)(1280), (int)(800), "voxelgrid live renderer", nullptr, nullptr);
if (window == nullptr) {
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
ImGui::StyleColorsDark();
ImGuiStyle& style = ImGui::GetStyle();
ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version);
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
defaults config;
VoxelGrid grid;
bool gridInitialized = false;
auto supposedGrid = VoxelGrid::deserializeFromFile("output/gridsave.ygg3");
if (supposedGrid) {
grid = std::move(*supposedGrid);
gridInitialized = true;
config.gridDepth = grid.getDepth();
config.gridHeight = grid.getHeight();
config.gridWidth = grid.getWidth();
}
Camera cam(Vec3f(config.gridWidth/2.0f, config.gridHeight/2.0f, config.gridDepth/2.0f), Vec3f(0,0,1), Vec3f(0,1,0), 80);
// Variables for camera sliders
float camX = 0.0f;
float camY = 0.0f;
float camZ = 0.0f;
float camvX = 0.f;
float camvY = 0.f;
float camvZ = 0.f;
//float camYaw = 0.0f;
//float camPitch = 0.0f;
bool autoRotate = false; // Toggle for auto-rotation
bool autoRotateView = false; // Toggle for auto-rotation of the view only
float rotationSpeedX = 0.1f; // Speed for X rotation
float rotationSpeedY = 0.07f; // Speed for Y rotation
float rotationSpeedZ = 0.05f; // Speed for Z rotation
float autoRotationTime = 0.0f; // Timer for auto-rotation
Vec3f initialViewDir = Vec3f(0, 0, 1); // Initial view direction
float rotationRadius = 50.0f; // Distance from center for rotation
float yawSpeed = 0.5f; // Horizontal rotation speed (degrees per second)
float pitchSpeed = 0.3f; // Vertical rotation speed
float rollSpeed = 0.2f; // Roll rotation speed (optional)
float autoRotationAngle = 0.0f; // Accumulated rotation angle
Vec3f initialUpDir = Vec3f(0, 1, 0); // Initial up direction
// Variables for framerate limiting
const double targetFrameTime = 1.0 / config.fps; // 30 FPS
double lastFrameTime = glfwGetTime();
double accumulator = 0.0;
// For camera movement
bool cameraMoved = false;
double lastUpdateTime = glfwGetTime();
// AVI recording variables
int recordingDurationFrames = 300; // 10 seconds at 30fps
std::string aviFilename = "output/recording.avi";
// For frame-based timing (not real time)
int frameCounter = 0;
float animationTime = 0.0f;
while (!glfwWindowShouldClose(window)) {
double currentTime = glfwGetTime();
double deltaTime = currentTime - lastFrameTime;
lastFrameTime = currentTime;
// Accumulate time
accumulator += deltaTime;
// Limit framerate
if (accumulator < targetFrameTime) {
std::this_thread::sleep_for(std::chrono::duration<double>(targetFrameTime - accumulator));
currentTime = glfwGetTime();
accumulator = targetFrameTime;
}
// Frame-based timing for animations (independent of real time)
frameCounter++;
animationTime = frameCounter / config.fps; // Time in seconds based on frame count
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
ImGui::Begin("settings");
if(ImGui::CollapsingHeader("output", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::SliderInt("Width", &config.outWidth, 256, 4096);
ImGui::SliderInt("Height", &config.outHeight, 256, 4096);
ImGui::SliderFloat("FPS", &config.fps, 1.0f, 120.0f);
}
if (ImGui::CollapsingHeader("Grid Settings", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::SliderInt("#Width", &config.gridWidth, 64, 512);
ImGui::SliderInt("#Height", &config.gridHeight, 64, 512);
ImGui::SliderInt("#Depth", &config.gridDepth, 64, 512);
}
ImGui::Separator();
if (ImGui::Button("Generate Grid")) {
setup(config, grid);
gridInitialized = true;
// Reset camera to center of grid
camX = config.gridWidth / 2.0f;
camY = config.gridHeight / 2.0f;
camZ = config.gridDepth / 2.0f;
//camYaw = 0.0f;
//camPitch = 0.0f;
// Update camera position
cam.posfor.origin = Vec3f(camX, camY, camZ);
cam.posfor.direction = Vec3f(camvX, camvY, camvZ);
// cam.rotateYaw(camYaw);
// cam.rotatePitch(camPitch);
savePreview(grid, config, cam);
cameraMoved = true;
}
// AVI Recording Controls
ImGui::Separator();
ImGui::Text("AVI Recording:");
if (!isRecordingAVI) {
ImGui::InputInt("Frames to Record", &recordingDurationFrames, 30, 300);
recordingDurationFrames = std::max(30, recordingDurationFrames); // Minimum 1 second at 30fps
if (ImGui::Button("Start AVI Recording")) {
startAVIRecording(recordingDurationFrames);
ImGui::OpenPopup("Recording Started");
}
} else {
ImGui::TextColored(ImVec4(1, 0, 0, 1), "RECORDING");
ImGui::Text("Frames captured: %d / %d",
recordedFrames.size(),
recordingDurationFrames);
if (ImGui::Button("Stop Recording Early")) {
isRecordingAVI = false;
}
}
// Display camera controls
if (gridInitialized) {
ImGui::Separator();
ImGui::Text("Camera Controls:");
// Calculate max slider values based on grid size squared
float maxSliderValueX = config.gridWidth;
float maxSliderValueY = config.gridHeight;
float maxSliderValueZ = config.gridDepth;
float maxSliderValueRotation = 360.0f; // Degrees
ImGui::Text("Position (0 to grid size²):");
if (ImGui::SliderFloat("Camera X", &camX, 0.0f, maxSliderValueX)) {
cameraMoved = true;
cam.posfor.origin.x = camX;
}
if (ImGui::SliderFloat("Camera Y", &camY, 0.0f, maxSliderValueY)) {
cameraMoved = true;
cam.posfor.origin.y = camY;
}
if (ImGui::SliderFloat("Camera Z", &camZ, 0.0f, maxSliderValueZ)) {
cameraMoved = true;
cam.posfor.origin.z = camZ;
}
ImGui::Separator();
// ImGui::Text("Rotation (degrees):");
// if (ImGui::SliderFloat("Yaw", &camYaw, 0.0f, maxSliderValueRotation)) {
// cameraMoved = true;
// // Reset and reapply rotation
// // You might need to adjust this based on your Camera class implementation
// cam = Camera(config.gridWidth, Vec3f(camX, camY, camZ), Vec3f(0,1,0), 80);
// cam.rotateYaw(camYaw);
// cam.rotatePitch(camPitch);
// }
// if (ImGui::SliderFloat("Pitch", &camPitch, 0.0f, maxSliderValueRotation)) {
// cameraMoved = true;
// // Reset and reapply rotation
// cam = Camera(config.gridWidth, Vec3f(camX, camY, camZ), Vec3f(0,1,0), 80);
// cam.rotateYaw(camYaw);
// cam.rotatePitch(camPitch);
// }
ImGui::Text("View Direction:");
if (ImGui::SliderFloat("Camera View X", &camvX, -1.0f, 1.0f)) {
cameraMoved = true;
cam.posfor.direction.x = camvX;
}
if (ImGui::SliderFloat("Camera View Y", &camvY, -1.0f, 1.0f)) {
cameraMoved = true;
cam.posfor.direction.y = camvY;
}
if (ImGui::SliderFloat("Camera View Z", &camvZ, -1.0f, 1.0f)) {
cameraMoved = true;
cam.posfor.direction.z = camvZ;
}
ImGui::Separator();
ImGui::Text("Current Camera Position:");
ImGui::Text("X: %.2f, Y: %.2f, Z: %.2f",
cam.posfor.origin.x,
cam.posfor.origin.y,
cam.posfor.origin.z);
// ImGui::Text("Yaw: %.2f°, Pitch: %.2f°", camYaw, camPitch);
}
ImGui::End();
}
{
ImGui::Begin("Preview");
if (gridInitialized && textureInitialized) {
ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight));
} else if (gridInitialized) {
ImGui::Text("Preview not generated yet");
} else {
ImGui::Text("No grid generated");
}
ImGui::End();
}
// Auto-rotation controls
{
ImGui::Begin("Animation Controls");
ImGui::Text("Auto-Rotation:");
// Toggle button for auto-rotation
if (ImGui::Button(autoRotate ? "Stop Auto-Rotation" : "Start Auto-Rotation")) {
autoRotate = !autoRotate;
if (autoRotate) {
autoRotationTime = 0.0f;
initialViewDir = Vec3f(camvX, camvY, camvZ);
}
}
if (ImGui::Button(autoRotateView ? "Stop Looking Around" : "Start Looking Around")) {
autoRotateView = !autoRotateView;
if (autoRotateView) {
autoRotationAngle = 0.0f;
initialViewDir = Vec3f(camvX, camvY, camvZ);
}
}
if (autoRotate) {
ImGui::SameLine();
ImGui::Text("(Running)");
// Use frame-based timing for animation
float frameTime = 1.0f / config.fps;
autoRotationTime += frameTime; // Use constant frame time, not real time
// Calculate new view direction using frame-based timing
float angleX = autoRotationTime * rotationSpeedX;
float angleY = autoRotationTime * rotationSpeedY;
float angleZ = autoRotationTime * rotationSpeedZ;
camvX = sinf(angleX) * cosf(angleY);
camvY = sinf(angleY) * sinf(angleZ);
camvZ = cosf(angleX) * cosf(angleZ);
// Normalize
float length = sqrtf(camvX * camvX + camvY * camvY + camvZ * camvZ);
if (length > 0.001f) {
camvX /= length;
camvY /= length;
camvZ /= length;
}
// Update camera position
camX = config.gridWidth / 2.0f + rotationRadius * camvX;
camY = config.gridHeight / 2.0f + rotationRadius * camvY;
camZ = config.gridDepth / 2.0f + rotationRadius * camvZ;
// Update camera
cam.posfor.origin = Vec3f(camX, camY, camZ);
cam.posfor.direction = Vec3f(camvX, camvY, camvZ);
cameraMoved = true;
// Sliders to control rotation speeds
ImGui::SliderFloat("X Speed", &rotationSpeedX, 0.01f, 1.0f);
ImGui::SliderFloat("Y Speed", &rotationSpeedY, 0.01f, 1.0f);
ImGui::SliderFloat("Z Speed", &rotationSpeedZ, 0.01f, 1.0f);
// Slider for orbit radius
ImGui::SliderFloat("Orbit Radius", &rotationRadius, 10.0f, 200.0f);
}
if (autoRotateView) {
ImGui::SameLine();
ImGui::TextColored(ImVec4(0, 1, 0, 1), " ACTIVE");
// Use frame-based timing
float frameTime = 1.0f / config.fps;
autoRotationAngle += frameTime;
// Calculate rotation angles using frame-based timing
float yaw = autoRotationAngle * yawSpeed * (3.14159f / 180.0f);
float pitch = sinf(autoRotationAngle * 0.7f) * pitchSpeed * (3.14159f / 180.0f);
// Apply rotations
Vec3f forward = initialViewDir;
// Yaw rotation (around Y axis)
float cosYaw = cosf(yaw);
float sinYaw = sinf(yaw);
Vec3f tempForward;
tempForward.x = forward.x * cosYaw + forward.z * sinYaw;
tempForward.y = forward.y;
tempForward.z = -forward.x * sinYaw + forward.z * cosYaw;
forward = tempForward;
// Pitch rotation (around X axis)
float cosPitch = cosf(pitch);
float sinPitch = sinf(pitch);
tempForward.x = forward.x;
tempForward.y = forward.y * cosPitch - forward.z * sinPitch;
tempForward.z = forward.y * sinPitch + forward.z * cosPitch;
forward = tempForward;
// Normalize
float length = sqrtf(forward.x * forward.x + forward.y * forward.y + forward.z * forward.z);
if (length > 0.001f) {
forward.x /= length;
forward.y /= length;
forward.z /= length;
}
// Update view direction
camvX = forward.x;
camvY = forward.y;
camvZ = forward.z;
// Update camera
cam.posfor.direction = Vec3f(camvX, camvY, camvZ);
cameraMoved = true;
// Show current view direction
ImGui::Text("Current View: (%.3f, %.3f, %.3f)", camvX, camvY, camvZ);
// Sliders to control rotation speeds
ImGui::SliderFloat("Yaw Speed", &yawSpeed, 0.1f, 5.0f, "%.2f deg/sec");
ImGui::SliderFloat("Pitch Speed", &pitchSpeed, 0.0f, 2.0f, "%.2f deg/sec");
}
// Record button during animations
if ((autoRotate || autoRotateView) && !isRecordingAVI) {
ImGui::Separator();
if (ImGui::Button("Record Animation to AVI")) {
startAVIRecording(recordingDurationFrames);
}
}
ImGui::End();
}
// Handle AVI recording start request
if (recordingRequested) {
isRecordingAVI = true;
recordingRequested = false;
}
// Check if recording should stop
if (isRecordingAVI && recordedFrames.size() >= recordingDurationFrames) {
stopAndSaveAVI(config, aviFilename);
ImGui::OpenPopup("Recording Complete");
}
// Update preview if camera moved or enough time has passed
if (gridInitialized && !updatePreview) {
double timeSinceLastUpdate = currentTime - lastUpdateTime;
// Update preview if needed
if (cameraMoved || timeSinceLastUpdate > 0.1) {
livePreview(grid, config, cam);
lastUpdateTime = currentTime;
cameraMoved = false;
}
}
// Reset accumulator for next frame
accumulator -= targetFrameTime;
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwDestroyWindow(window);
if (textu != 0) {
glDeleteTextures(1, &textu);
textu = 0;
}
glfwTerminate();
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
return 0;
}