Files
stupidsimcpp/tests/g3test2.cpp
2026-01-12 14:38:42 -05:00

387 lines
15 KiB
C++

#include <iostream>
#include <vector>
#include <chrono>
#include <thread>
#include "../util/grid/grid3.hpp"
#include "../util/output/bmpwriter.hpp"
#include "../util/output/frame.hpp"
#include "../util/timing_decorator.cpp"
#include "../imgui/imgui.h"
#include "../imgui/backends/imgui_impl_glfw.h"
#include "../imgui/backends/imgui_impl_opengl3.h"
#include <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;
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.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;
}
bool savePreview(VoxelGrid& grid, defaults& config, const Camera& cam) {
TIME_FUNCTION;
std::vector<uint8_t> renderBuffer;
size_t width = config.outWidth;
size_t height = config.outHeight;
// 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;
}
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;
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;
// 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();
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;
}
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);
}
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; // Force preview update after generation
}
// 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();
}
// Update preview if camera moved or enough time has passed
if (gridInitialized && !updatePreview) {
double timeSinceLastUpdate = currentTime - lastUpdateTime;
if (cameraMoved || timeSinceLastUpdate > 0.1) { // Update at least every 0.1 seconds
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);
// std::cout << "rendering" << std::endl;
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
//mainlogicthread.join();
// std::cout << "swapping buffers" << std::endl;
}
// std::cout << "shutting down" << std::endl;
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
// std::cout << "destroying" << std::endl;
glfwDestroyWindow(window);
if (textu != 0) {
glDeleteTextures(1, &textu);
textu = 0;
}
glfwTerminate();
// std::cout << "printing" << std::endl;
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
return 0;
}