122 lines
5.2 KiB
C++
122 lines
5.2 KiB
C++
#include "../util/grid/grid33.hpp"
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//#include "../util/grid/treexy/treexy_serialization.hpp"
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#include "../util/output/bmpwriter.hpp"
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#include "../util/noise/pnoise2.hpp"
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#include "../util/timing_decorator.cpp"
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#include <random>
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#include <iostream>
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struct configuration {
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float threshold = 0.1;
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int gridWidth = 128;
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int gridHeight = 128;
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int gridDepth = 128;
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PNoise2 noise = PNoise2(42);
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};
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void setup(configuration& config, VoxelGrid<Vec3ui8, 2, 3>& grid) {
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TIME_FUNCTION;
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uint8_t thresh = config.threshold * 255;
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for (int z = 0; z < config.gridDepth; ++z) {
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if (z % 64 == 0) {
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std::cout << "Processing layer " << z << " of " << config.gridDepth << std::endl;
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}
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for (int y = 0; y < config.gridHeight; ++y) {
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for (int x = 0; x < config.gridWidth; ++x) {
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uint8_t r = std::clamp(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)), 0.f, 1.f) * 255;
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uint8_t g = std::clamp(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)), 0.f, 1.f) * 255;
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uint8_t b = std::clamp(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)), 0.f, 1.f) * 255;
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uint8_t a = std::clamp(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 )), 0.f, 1.f) * 255;
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if (a > thresh) {
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bool wasOn = grid.setVoxelColor(Vec3d(x,y,z), Vec3ui8(r,g,b));
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}
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}
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}
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}
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}
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int main() {
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// Initialize random number generator
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std::random_device rd;
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std::mt19937 gen(rd());
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std::uniform_real_distribution<> pos_dist(-1.0, 1.0);
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std::uniform_int_distribution<> color_dist(0, 255);
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// Create a voxel grid with 0.1 unit resolution
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VoxelGrid<Vec3ui8, 2, 3> voxelGrid(0.1);
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configuration config;
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setup(config, voxelGrid);
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std::cout << "\nMemory usage: " << voxelGrid.getMemoryUsage() << " bytes" << std::endl;
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// Render to BMP
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std::cout << "\nRendering orthographic projection to BMP..." << std::endl;
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int width = 512;
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int height = 512;
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// Create a buffer for the rendered image
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std::vector<uint8_t> imageBuffer;
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// Render with orthographic projection (view along Z axis)
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Vec3d camPos = Vec3d(config.gridDepth, config.gridHeight, config.gridWidth * 2);
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Vec3d lookAt = Vec3d(config.gridDepth / 2, config.gridHeight / 2, config.gridWidth / 2);
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Vec3d viewDir = (lookAt-camPos).normalized();
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voxelGrid.renderToRGB(imageBuffer, width, height, camPos, viewDir, Vec3d(0, 1, 0), 80.f);
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std::cout << "Image buffer size: " << imageBuffer.size() << " bytes" << std::endl;
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std::cout << "Expected size: " << (width * height * 3) << " bytes" << std::endl;
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// Save to BMP using BMPWriter
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std::string filename = "output/voxel_render.bmp";
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// Create a frame object from the buffer
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frame renderFrame(width, height, frame::colormap::RGB);
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renderFrame.setData(imageBuffer);
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// Save as BMP
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if (BMPWriter::saveBMP(filename, renderFrame)) {
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std::cout << "Successfully saved to: " << filename << std::endl;
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} else {
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std::cout << "Failed to save BMP!" << std::endl;
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}
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// Test accessor functionality
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std::cout << "\nTesting accessor functionality..." << std::endl;
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auto accessor = voxelGrid.createAccessor();
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// Try to retrieve one of the voxels
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Vec3d testPos(0.0, 0.0, 0.0); // Center point
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Vec3i testCoord = voxelGrid.posToCoord(testPos);
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Vec3ui8* retrievedColor = voxelGrid.getVoxelColor(testPos);
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if (retrievedColor) {
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std::cout << "Found voxel at center: Color(RGB:"
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<< static_cast<int>(retrievedColor->x) << ","
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<< static_cast<int>(retrievedColor->y) << ","
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<< static_cast<int>(retrievedColor->z) << ")" << std::endl;
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} else {
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std::cout << "No voxel found at center position" << std::endl;
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}
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// Iterate through all voxels using forEachCell
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std::cout << "\nIterating through all voxels:" << std::endl;
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int voxelCount = 0;
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voxelGrid.forEachCell([&](const Vec3ui8& color, const Vec3i& coord) {
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Vec3d pos = voxelGrid.Vec3iToPos(coord);
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std::cout << "Voxel " << ++voxelCount << ": "
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<< "Coord(" << coord.x << ", " << coord.y << ", " << coord.z << ") "
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<< "WorldPos(" << pos.x << ", " << pos.y << ", " << pos.z << ") "
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<< "Color(RGB:" << static_cast<int>(color.x) << ","
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<< static_cast<int>(color.y) << "," << static_cast<int>(color.z) << ")"
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<< std::endl;
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});
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std::cout << "\nTotal voxels in grid: " << voxelCount << std::endl;
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FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
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return 0;
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} |