diff --git a/examples/Basic/OpenGLWidget.cpp b/examples/Basic/OpenGLWidget.cpp index 9732bd1b..43c27fba 100644 --- a/examples/Basic/OpenGLWidget.cpp +++ b/examples/Basic/OpenGLWidget.cpp @@ -70,9 +70,9 @@ void OpenGLWidget::resizeGL(int w, int h) //Set up the projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); - float frustumSize = 32.0f; //Half the volume size + float frustumSize = 128.0f * 1.7f; //Half the volume diagonal float aspect = static_cast(width()) / static_cast(height()); - glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 1.0, 1000); + glOrtho(frustumSize*aspect, -frustumSize*aspect, frustumSize, -frustumSize, 10.0, 10000); } void OpenGLWidget::paintGL() @@ -83,10 +83,10 @@ void OpenGLWidget::paintGL() //Set up the viewing transformation glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glTranslatef(0.0f,0.0f,-100.0f); //Centre volume and move back + glTranslatef(0.0f,0.0f,-5000.0f); //Centre volume and move back glRotatef(m_xRotation, 1.0f, 0.0f, 0.0f); glRotatef(m_yRotation, 0.0f, 1.0f, 0.0f); - glTranslatef(-32.0f,-32.0f,-32.0f); //Centre volume and move back + glTranslatef(-128.0f,-128.0f,-128.0f); //Centre volume and move back //Bind the index buffer glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer); diff --git a/examples/Basic/main.cpp b/examples/Basic/main.cpp index 51dd24e4..b140f432 100644 --- a/examples/Basic/main.cpp +++ b/examples/Basic/main.cpp @@ -33,17 +33,360 @@ freely, subject to the following restrictions: //Use the PolyVox namespace using namespace PolyVox; -void createSphereInVolume(Volume& volData, float fRadius) +#include + + +#define SAMPLE_SIZE 1024 + +class Perlin +{ +public: + + Perlin(int octaves,float freq,float amp,int seed); + + + float Get(float x,float y) + { + float vec[2]; + vec[0] = x; + vec[1] = y; + return perlin_noise_2D(vec); + }; + + float Get3D(float x,float y,float z) + { + float vec[3]; + vec[0] = x; + vec[1] = y; + vec[2] = z; + return perlin_noise_3D(vec); + }; + +private: + void init_perlin(int n,float p); + float perlin_noise_2D(float vec[2]); + float perlin_noise_3D(float vec[3]); + + float noise1(float arg); + float noise2(float vec[2]); + float noise3(float vec[3]); + void normalize2(float v[2]); + void normalize3(float v[3]); + void init(void); + + int mOctaves; + float mFrequency; + float mAmplitude; + int mSeed; + + int p[SAMPLE_SIZE + SAMPLE_SIZE + 2]; + float g3[SAMPLE_SIZE + SAMPLE_SIZE + 2][3]; + float g2[SAMPLE_SIZE + SAMPLE_SIZE + 2][2]; + float g1[SAMPLE_SIZE + SAMPLE_SIZE + 2]; + bool mStart; + +}; + +#include +#include +#include + +#define B SAMPLE_SIZE +#define BM (SAMPLE_SIZE-1) + +#define N 0x1000 +#define NP 12 /* 2^N */ +#define NM 0xfff + +#define s_curve(t) ( t * t * (3.0f - 2.0f * t) ) +#define lerp(t, a, b) ( a + t * (b - a) ) + +#define setup(i,b0,b1,r0,r1)\ + t = vec[i] + N;\ + b0 = ((int)t) & BM;\ + b1 = (b0+1) & BM;\ + r0 = t - (int)t;\ + r1 = r0 - 1.0f; + +float Perlin::noise1(float arg) +{ + int bx0, bx1; + float rx0, rx1, sx, t, u, v, vec[1]; + + vec[0] = arg; + + if (mStart) + { + srand(mSeed); + mStart = false; + init(); + } + + setup(0, bx0,bx1, rx0,rx1); + + sx = s_curve(rx0); + + u = rx0 * g1[ p[ bx0 ] ]; + v = rx1 * g1[ p[ bx1 ] ]; + + return lerp(sx, u, v); +} + +float Perlin::noise2(float vec[2]) +{ + int bx0, bx1, by0, by1, b00, b10, b01, b11; + float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v; + int i, j; + + if (mStart) + { + srand(mSeed); + mStart = false; + init(); + } + + setup(0,bx0,bx1,rx0,rx1); + setup(1,by0,by1,ry0,ry1); + + i = p[bx0]; + j = p[bx1]; + + b00 = p[i + by0]; + b10 = p[j + by0]; + b01 = p[i + by1]; + b11 = p[j + by1]; + + sx = s_curve(rx0); + sy = s_curve(ry0); + + #define at2(rx,ry) ( rx * q[0] + ry * q[1] ) + + q = g2[b00]; + u = at2(rx0,ry0); + q = g2[b10]; + v = at2(rx1,ry0); + a = lerp(sx, u, v); + + q = g2[b01]; + u = at2(rx0,ry1); + q = g2[b11]; + v = at2(rx1,ry1); + b = lerp(sx, u, v); + + return lerp(sy, a, b); +} + +float Perlin::noise3(float vec[3]) +{ + int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; + float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; + int i, j; + + if (mStart) + { + srand(mSeed); + mStart = false; + init(); + } + + setup(0, bx0,bx1, rx0,rx1); + setup(1, by0,by1, ry0,ry1); + setup(2, bz0,bz1, rz0,rz1); + + i = p[ bx0 ]; + j = p[ bx1 ]; + + b00 = p[ i + by0 ]; + b10 = p[ j + by0 ]; + b01 = p[ i + by1 ]; + b11 = p[ j + by1 ]; + + t = s_curve(rx0); + sy = s_curve(ry0); + sz = s_curve(rz0); + + #define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] ) + + q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0); + q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0); + a = lerp(t, u, v); + + q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0); + q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0); + b = lerp(t, u, v); + + c = lerp(sy, a, b); + + q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1); + q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1); + a = lerp(t, u, v); + + q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1); + q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1); + b = lerp(t, u, v); + + d = lerp(sy, a, b); + + return lerp(sz, c, d); +} + +void Perlin::normalize2(float v[2]) +{ + float s; + + s = (float)sqrt(v[0] * v[0] + v[1] * v[1]); + s = 1.0f/s; + v[0] = v[0] * s; + v[1] = v[1] * s; +} + +void Perlin::normalize3(float v[3]) +{ + float s; + + s = (float)sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + s = 1.0f/s; + + v[0] = v[0] * s; + v[1] = v[1] * s; + v[2] = v[2] * s; +} + +void Perlin::init(void) +{ + int i, j, k; + + for (i = 0 ; i < B ; i++) + { + p[i] = i; + g1[i] = (float)((rand() % (B + B)) - B) / B; + for (j = 0 ; j < 2 ; j++) + g2[i][j] = (float)((rand() % (B + B)) - B) / B; + normalize2(g2[i]); + for (j = 0 ; j < 3 ; j++) + g3[i][j] = (float)((rand() % (B + B)) - B) / B; + normalize3(g3[i]); + } + + while (--i) + { + k = p[i]; + p[i] = p[j = rand() % B]; + p[j] = k; + } + + for (i = 0 ; i < B + 2 ; i++) + { + p[B + i] = p[i]; + g1[B + i] = g1[i]; + for (j = 0 ; j < 2 ; j++) + g2[B + i][j] = g2[i][j]; + for (j = 0 ; j < 3 ; j++) + g3[B + i][j] = g3[i][j]; + } + +} + + +float Perlin::perlin_noise_2D(float vec[2]) +{ + int terms = mOctaves; + float freq = mFrequency; + float result = 0.0f; + float amp = mAmplitude; + + vec[0]*=mFrequency; + vec[1]*=mFrequency; + + for( int i=0; i& volData) +{ + Perlin perlin(2,8,1,234); + + for(int z = 1; z < volData.getDepth()-1; z++) + { + std::cout << z << std::endl; + for(int y = 1; y < volData.getHeight()-1; y++) + { + for(int x = 1; x < volData.getWidth()-1; x++) + { + float perlinVal = perlin.Get3D(x /static_cast(volData.getWidth()-1), (y) / static_cast(volData.getHeight()-1), z / static_cast(volData.getDepth()-1)); + + MaterialDensityPair44 voxel; + if(perlinVal < 0.0f) + { + voxel.setMaterial(245); + voxel.setDensity(MaterialDensityPair44::getMaxDensity()); + } + else + { + voxel.setMaterial(0); + voxel.setDensity(MaterialDensityPair44::getMinDensity()); + } + + volData.setVoxelAt(x, y, z, voxel); + } + } + } +} + +void createSphereInVolume(Volume& volData, Vector3DFloat v3dVolCenter, float fRadius) { //This vector hold the position of the center of the volume - Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2); + //Vector3DFloat v3dVolCenter(volData.getWidth() / 2, volData.getHeight() / 2, volData.getDepth() / 2); + + int iRadius = fRadius; //This three-level for loop iterates over every voxel in the volume - for (int z = 0; z < volData.getWidth(); z++) + for (int z = v3dVolCenter.getZ() - iRadius; z <= v3dVolCenter.getZ() + iRadius; z++) { - for (int y = 0; y < volData.getHeight(); y++) + for (int y = v3dVolCenter.getY() - iRadius; y <= v3dVolCenter.getY() + iRadius; y++) { - for (int x = 0; x < volData.getDepth(); x++) + for (int x = v3dVolCenter.getX() - iRadius; x <= v3dVolCenter.getX() + iRadius; x++) { //Store our current position as a vector... Vector3DFloat v3dCurrentPos(x,y,z); @@ -78,8 +421,22 @@ int main(int argc, char *argv[]) openGLWidget.show(); //Create an empty volume and then place a sphere in it - Volume volData(64, 64, 64); - createSphereInVolume(volData, 30); + Volume volData(256, 256, 256); + //createSphereInVolume(volData, 30); + createPerlinVolume(volData); + + /*srand(12345); + for(int ct = 0; ct < 1000; ct++) + { + std::cout << ct << std::endl; + int x = rand() % volData.getWidth(); + int y = rand() % volData.getHeight(); + int z = rand() % volData.getDepth(); + + int r = rand() % 20; + + createSphereInVolume(volData, Vector3DFloat(x,y,z), r); + }*/ //Extract the surface SurfaceMesh mesh;