814 lines
30 KiB
C++
814 lines
30 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/noise/pnoise.cpp"
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#include "../util/output/aviwriter.hpp"
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#include "fluidsim.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 gridSizecube = 10000;
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bool slowRender = false;
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bool globalIllumination = true;
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bool useLod = true;
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int rayCount = 3;
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int reflectCount = 3;
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int lodDist = 500;
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float lodDropoff = 0.1;
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PNoise2 noise = PNoise2(42);
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int meshResolution = 128;
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float meshIsoLevel = 0.4f;
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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 = 1024.0f;
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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 = 10.f;
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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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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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Scene scene;
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bool meshNeedsUpdate = false;
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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);
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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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std::cout << "voxel grid ready" << std::endl;
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meshNeedsUpdate = true;
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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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meshNeedsUpdate = true;
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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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if (meshNeedsUpdate) {
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scene.clear();
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std::shared_ptr<Mesh> planetMesh = grid.generateMesh(1, config.meshIsoLevel, config.meshResolution);
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std::shared_ptr<Mesh> starMesh = grid.generateMesh(2, config.meshIsoLevel, config.meshResolution / 4);
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scene.addMesh(planetMesh);
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scene.addMesh(starMesh);
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// planetMesh.setResolution(config.meshResolution);
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// planetMesh.setIsoLevel(config.meshIsoLevel);
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// planetMesh.update(grid);
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meshNeedsUpdate = false;
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}
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auto renderStart = std::chrono::high_resolution_clock::now();
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frame currentPreviewFrame;
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currentPreviewFrame = scene.render(cam, config.outWidth, config.outHeight, 0.1f, 10000.0f, frame::colormap::RGB);
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// grid.setLODMinDistance(config.lodDist);
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// grid.setLODFalloff(config.lodDropoff);
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// if (config.slowRender) {
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// currentPreviewFrame = grid.renderFrame(cam, config.outWidth, config.outHeight, frame::colormap::RGB, config.rayCount, config.reflectCount, config.globalIllumination, config.useLod);
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// } else {
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// currentPreviewFrame = grid.fastRenderFrame(cam, config.outWidth, config.outHeight, frame::colormap::RGB);
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// }
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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 (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
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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), "StupidSim", 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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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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defaults config;
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PointType minBound(-config.gridSizecube, -config.gridSizecube, -config.gridSizecube);
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PointType maxBound(config.gridSizecube, config.gridSizecube, config.gridSizecube);
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Octree<int> grid(minBound, maxBound, 16, 16);
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bool gridInitialized = false;
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float ghalf = config.gridSizecube / 2.f;
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spheredefaults sphereConf;
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stardefaults starConf;
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// Initialize Noise Preview State
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NoisePreviewState noiseState;
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NoiseLayer l1;
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l1.type = NoiseType::Fractal;
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l1.blend = BlendMode::Add; // Start with base
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l1.scale = 0.005f;
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strcpy(l1.name, "Continents");
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noiseState.layers.push_back(l1);
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updateNoiseTexture(noiseState);
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FluidSimUI fluidUI;
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bool showFluidSim = false;
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sphereConf.centerX = ghalf;
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sphereConf.centerY = ghalf;
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sphereConf.centerZ = ghalf;
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bool autoRotate = false;
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bool autoRotateView = false;
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bool orbitEquator = false;
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bool orbitPoles = false;
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float rotationSpeedX = 0.1f;
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float rotationSpeedY = 0.07f;
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float rotationSpeedZ = 0.05f;
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float autoRotationTime = 0.0f;
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PointType initialViewDir(0, 0, 1);
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float rotationRadius = 2000.0f;
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float yawSpeed = 0.5f;
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float pitchSpeed = 0.3f;
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float rollSpeed = 0.2f;
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float autoRotationAngle = 0.0f;
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PointType initialUpDir(0, 1, 0);
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float camX = 0.0f;
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float camY = 0.0f;
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float camZ = 0.0f;
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float camvX = 0.f;
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float camvY = 0.f;
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float camvZ = 0.f;
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float camspeed = 50;
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Camera cam(PointType(400, 400, 400), PointType(0,0,1), PointType(0,1,0), 80, camspeed);
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std::map<int, bool> keyStates;
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bool mouseCaptured = false;
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double lastMouseX = 0, lastMouseY = 0;
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float deltaTime = 0.016f;
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renderFrameTimes.resize(FRAME_HISTORY_SIZE, 0.0);
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bool worldPreview = false;
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if (grid.load("output/Treegrid.yggs")) {
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gridInitialized = true;
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resetView(cam, config.gridSizecube);
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meshNeedsUpdate = true;
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}
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while (!glfwWindowShouldClose(window)) {
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double currentTime = glfwGetTime();
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static double lastFrameTime = currentTime;
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deltaTime = currentTime - lastFrameTime;
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lastFrameTime = currentTime;
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if (showFluidSim) {
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fluidUI.update();
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}
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if (orbitEquator || orbitPoles || autoRotate) autoRotationTime += deltaTime;
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if (autoRotateView) autoRotationAngle += deltaTime;
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glfwPollEvents();
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for (int i = GLFW_KEY_SPACE; i <= GLFW_KEY_LAST; i++) {
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keyStates[i] = (glfwGetKey(window, i) == GLFW_PRESS);
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}
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// Camera movement - WASD + QE + ZX
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float actualMoveSpeed = deltaTime;
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float actualRotateSpeed = deltaTime;
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if (keyStates[GLFW_KEY_W]) {
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cam.moveForward(actualMoveSpeed);
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previewRequested = true;
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}
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if (keyStates[GLFW_KEY_S]) {
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cam.moveBackward(actualMoveSpeed);
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previewRequested = true;
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}
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if (keyStates[GLFW_KEY_A]) {
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cam.moveLeft(actualMoveSpeed);
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previewRequested = true;
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}
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if (keyStates[GLFW_KEY_D]) {
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cam.moveRight(actualMoveSpeed);
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previewRequested = true;
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}
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if (keyStates[GLFW_KEY_Z]) {
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cam.moveUp(actualMoveSpeed);
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previewRequested = true;
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}
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if (keyStates[GLFW_KEY_X]) {
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cam.moveDown(actualMoveSpeed);
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previewRequested = true;
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}
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if (keyStates[GLFW_KEY_Q]) {
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cam.rotateYaw(actualRotateSpeed);
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previewRequested = true;
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}
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if (keyStates[GLFW_KEY_R]) {
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cam.rotateYaw(-actualRotateSpeed);
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previewRequested = true;
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}
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float cx = sphereConf.centerX;
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float cy = sphereConf.centerY;
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float cz = sphereConf.centerZ;
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if (orbitEquator || orbitPoles) {
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float speed = 0.5f;
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float angle = autoRotationTime * speed;
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if (orbitEquator) {
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cam.origin[0] = cx + rotationRadius * cosf(angle);
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cam.origin[1] = cy;
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cam.origin[2] = cz + rotationRadius * sinf(angle);
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} else {
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cam.origin[0] = cx;
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cam.origin[1] = cy + rotationRadius * cosf(angle);
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cam.origin[2] = cz + rotationRadius * sinf(angle);
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}
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PointType target(cx, cy, cz);
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cam.direction = (target - cam.origin).normalized();
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previewRequested = true;
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}
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// Update camera position and view direction variables for UI
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camX = cam.origin[0];
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camY = cam.origin[1];
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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("Sim 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::DragFloat("Density (Overlap)", &sphereConf.voxelSize, 0.1f, 1.0f, 100.0f);
|
|
if (ImGui::IsItemHovered()) {
|
|
ImGui::SetTooltip("Multiplies calculated point size. >1.0 ensures solid surface.");
|
|
}
|
|
ImGui::ColorEdit3("Color", sphereConf.color);
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Marching Cubes Config");
|
|
if (ImGui::SliderInt("Mesh Resolution", &config.meshResolution, 16, 128)) {
|
|
meshNeedsUpdate = true;
|
|
}
|
|
if (ImGui::SliderFloat("Iso Level", &config.meshIsoLevel, 0.01f, 1.0f)) {
|
|
meshNeedsUpdate = true;
|
|
}
|
|
|
|
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, 1000.0f);
|
|
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;
|
|
scene.updateStats();
|
|
|
|
resetView(cam, config.gridSizecube);
|
|
grid.generateLODs();
|
|
livePreview(grid, config, cam);
|
|
ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight));
|
|
|
|
}
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Modules");
|
|
ImGui::Checkbox("Fluid Simulation", &showFluidSim);
|
|
|
|
ImGui::End();
|
|
}
|
|
|
|
if (showFluidSim) {
|
|
fluidUI.renderUI();
|
|
}
|
|
|
|
scene.drawSceneWindow("Planet Preview", cam, 0.01, 1000);
|
|
scene.drawGridStats();
|
|
|
|
{
|
|
ImGui::Begin("controls");
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Camera Controls:");
|
|
|
|
float maxSliderValueX = config.gridSizecube;
|
|
float maxSliderValueY = config.gridSizecube;
|
|
float maxSliderValueZ = config.gridSizecube;
|
|
|
|
ImGui::Text("Position (0 to grid size):");
|
|
if (ImGui::SliderFloat("Camera X", &camX, -maxSliderValueX, maxSliderValueX)) {
|
|
cam.origin[0] = camX;
|
|
}
|
|
if (ImGui::SliderFloat("Camera Y", &camY, -maxSliderValueY, maxSliderValueY)) {
|
|
cam.origin[1] = camY;
|
|
}
|
|
if (ImGui::SliderFloat("Camera Z", &camZ, -maxSliderValueZ, 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, 500)) {
|
|
cam.movementSpeed = camspeed;
|
|
}
|
|
|
|
ImGui::Separator();
|
|
|
|
if (ImGui::Button("Focus on Planet")) {
|
|
PointType target(sphereConf.centerX, sphereConf.centerY, sphereConf.centerZ);
|
|
PointType newDir = (target - cam.origin).normalized();
|
|
cam.direction = newDir;
|
|
camvX = newDir[0];
|
|
camvY = newDir[1];
|
|
camvZ = newDir[2];
|
|
previewRequested = true;
|
|
}
|
|
|
|
ImGui::SameLine();
|
|
|
|
// Equator Orbit
|
|
if (ImGui::Button(orbitEquator ? "Stop Equator" : "Orbit Equator")) {
|
|
orbitEquator = !orbitEquator;
|
|
if (orbitEquator) {
|
|
orbitPoles = false;
|
|
autoRotate = false;
|
|
autoRotationTime = 0.0f;
|
|
}
|
|
}
|
|
|
|
ImGui::SameLine();
|
|
|
|
// Polar Orbit
|
|
if (ImGui::Button(orbitPoles ? "Stop Poles" : "Orbit Poles")) {
|
|
orbitPoles = !orbitPoles;
|
|
if (orbitPoles) {
|
|
orbitEquator = false;
|
|
autoRotate = false;
|
|
autoRotationTime = 0.0f;
|
|
}
|
|
}
|
|
|
|
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 random Rotate" : "Start random Rotate")) {
|
|
autoRotate = !autoRotate;
|
|
if (autoRotate) {
|
|
orbitEquator = false;
|
|
orbitPoles = false;
|
|
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);
|
|
cam.lookAt(PointType(sphereConf.centerX, sphereConf.centerY, sphereConf.centerZ));
|
|
|
|
// 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, 5000.0f);
|
|
|
|
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::Separator();
|
|
|
|
ImGui::Checkbox("Continuous Preview", &worldPreview);
|
|
|
|
// Removed Raytracing specific controls (Global Illum, LOD) as they don't apply to raster mesh
|
|
// ImGui::Checkbox("update Preview", &worldPreview);
|
|
// ImGui::Checkbox("Use Slower renderer", &config.slowRender);
|
|
// if (config.slowRender) {
|
|
// ImGui::InputInt("Rays per pixel", &config.rayCount);
|
|
// ImGui::InputInt("Max reflections", &config.reflectCount);
|
|
// }
|
|
// ImGui::InputFloat("Lod dropoff", &config.lodDropoff);
|
|
// ImGui::InputInt("lod minimum Distance", &config.lodDist);
|
|
// ImGui::Checkbox("use Global illumination", &config.globalIllumination);
|
|
// ImGui::Checkbox("use Lod", &config.useLod);
|
|
|
|
ImGui::End();
|
|
}
|
|
|
|
drawNoiseLab(noiseState);
|
|
|
|
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;
|
|
} |