Files
stupidsimcpp/tests/g3etest.cpp
2026-01-28 14:48:02 -05:00

567 lines
21 KiB
C++

#include <map>
#include <iostream>
#include <vector>
#include <chrono>
#include <thread>
#include <atomic>
#include <mutex>
#include <cmath>
#include <random>
#include "../util/grid/grid3eigen.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 gridSizecube = 512;
PNoise2 noise = PNoise2(42);
};
struct spheredefaults {
float centerX = 0.0f;
float centerY = 0.0f;
float centerZ = 0.0f;
float radius = 128.0f;
float color[3] = {0.0f, 1.0f, 0.0f};
bool light = false;
float emittance = 0.0f;
float reflection = 0.0f;
float refraction = 0.0f;
bool fillInside = true;
float voxelSize = 10.0f;
};
struct ceilingdefaults {
float minX = 0.0f;
float maxX = 512.0f;
float minZ = 0.0f;
float maxZ = 512.0f;
float yLevel = 450.0f; // Near the top
float spacing = 10.0f; // Distance between light points
float color[3] = {1.0f, 1.0f, 1.0f}; // White light
float emittance = 5.0f; // Brightness
float voxelSize = 2.0f;
bool enabled = true;
};
std::mutex PreviewMutex;
GLuint textu = 0;
bool textureInitialized = false;
bool updatePreview = false;
bool previewRequested = false;
using PointType = Eigen::Matrix<float, 3, 1>;
void createSphere(const defaults& config, const spheredefaults& sconfig, Octree<int>& grid) {
if (!grid.empty()) grid.clear();
int minX = std::max(0, (int)(sconfig.centerX - sconfig.radius - 1));
int maxX = std::min(config.gridSizecube, (int)(sconfig.centerX + sconfig.radius + 1));
int minY = std::max(0, (int)(sconfig.centerY - sconfig.radius - 1));
int maxY = std::min(config.gridSizecube, (int)(sconfig.centerY + sconfig.radius + 1));
int minZ = std::max(0, (int)(sconfig.centerZ - sconfig.radius - 1));
int maxZ = std::min(config.gridSizecube, (int)(sconfig.centerZ + sconfig.radius + 1));
float radSq = sconfig.radius * sconfig.radius;
float innerRadSq = 0.0f;
if (!sconfig.fillInside) {
float innerR = std::max(0.0f, sconfig.radius - 2.0f);
innerRadSq = innerR * innerR;
}
Eigen::Vector3f colorVec(sconfig.color[0], sconfig.color[1], sconfig.color[2]);
for (int x = minX; x < maxX; ++x) {
for (int y = minY; y < maxY; ++y) {
for (int z = minZ; z < maxZ; ++z) {
float dx = x - sconfig.centerX;
float dy = y - sconfig.centerY;
float dz = z - sconfig.centerZ;
float distSq = dx*dx + dy*dy + dz*dz;
bool solid = distSq <= radSq;
if (solid) {
if (!(sconfig.fillInside) && distSq < innerRadSq) {
continue;
}
PointType pos((float)x, (float)y, (float)z);
grid.set(1,pos, true, colorVec, sconfig.voxelSize, true, sconfig.light, sconfig.emittance, sconfig.refraction, sconfig.reflection);
}
}
}
}
}
void addCeilingLight(const defaults& config, const ceilingdefaults& ceilingconf, Octree<int>& grid) {
if (!ceilingconf.enabled) return;
Eigen::Vector3f colorVec(ceilingconf.color[0], ceilingconf.color[1], ceilingconf.color[2]);
// Iterate over X and Z within bounds, stepping by 'spacing'
for (float x = ceilingconf.minX; x <= ceilingconf.maxX; x += ceilingconf.spacing) {
for (float z = ceilingconf.minZ; z <= ceilingconf.maxZ; z += ceilingconf.spacing) {
PointType pos(x, ceilingconf.yLevel, z);
grid.set(2, pos, true, colorVec, ceilingconf.voxelSize, true, true, ceilingconf.emittance, 0.0f, 0.0f);
}
}
grid.printStats();
}
void livePreview(Octree<int>& grid, defaults& config, const Camera& cam) {
std::lock_guard<std::mutex> lock(PreviewMutex);
updatePreview = true;
frame currentPreviewFrame = grid.renderFrame(cam, 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());
//BMPWriter::saveBMP("output/frameoutput.bmp", currentPreviewFrame);
updatePreview = false;
textureInitialized = true;
}
void resetView(Camera& cam, float gridSize) {
cam.origin = Vector3f(gridSize * 1.5f, gridSize * 1.5f, gridSize * 1.5f);
Vector3f center(gridSize / 2.0f, gridSize / 2.0f, gridSize / 2.0f);
cam.lookAt(center);
}
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;
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;
Camera cam(PointType(ghalf, ghalf, ghalf), PointType(0,0,1), PointType(0,1,0), 80);
spheredefaults sphereConf;
ceilingdefaults ceilingConf;
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;
// Keyboard state tracking
std::map<int, bool> keyStates;
bool mouseCaptured = false;
double lastMouseX = 0, lastMouseY = 0;
float deltaTime = 0.016f;
while (!glfwWindowShouldClose(window)) {
double currentTime = glfwGetTime();
static double lastFrameTime = currentTime;
deltaTime = currentTime - lastFrameTime;
lastFrameTime = currentTime;
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;
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
ImGui::Begin("Controls");
ImGui::Text("Sphere Parameters");
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::ColorEdit3("Color", sphereConf.color);
ImGui::DragFloat("Voxel Size", &sphereConf.voxelSize, 0.1f, 0.1f, 5.0f);
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("Ceiling Light Parameters", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::Checkbox("Enable Ceiling Light", &ceilingConf.enabled);
ImGui::DragFloat("Height (Y)", &ceilingConf.yLevel, 1.0f, 0.0f, (float)config.gridSizecube);
ImGui::DragFloat("Spacing", &ceilingConf.spacing, 0.5f, 1.0f, 100.0f);
ImGui::DragFloat("Light Emittance", &ceilingConf.emittance, 0.1f, 0.0f, 100.0f);
ImGui::ColorEdit3("Light Color", ceilingConf.color);
ImGui::DragFloat("Light Voxel Size", &ceilingConf.voxelSize, 0.1f, 0.1f, 10.0f);
}
ImGui::Separator();
if (ImGui::Button("Create Sphere & Render")) {
createSphere(config, sphereConf, grid);
grid.printStats();
addCeilingLight(config, ceilingConf, grid);
gridInitialized = true;
resetView(cam, config.gridSizecube);
livePreview(grid, config, cam);
ImGui::Image((void*)(intptr_t)textu, ImVec2(config.outWidth, config.outHeight));
}
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();
}
{
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();
}
if (gridInitialized) livePreview(grid, config, cam);
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;
}