547 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			547 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*******************************************************************************
 | |
| Copyright (c) 2005-2009 David Williams
 | |
| 
 | |
| This software is provided 'as-is', without any express or implied
 | |
| warranty. In no event will the authors be held liable for any damages
 | |
| arising from the use of this software.
 | |
| 
 | |
| Permission is granted to anyone to use this software for any purpose,
 | |
| including commercial applications, and to alter it and redistribute it
 | |
| freely, subject to the following restrictions:
 | |
| 
 | |
|     1. The origin of this software must not be misrepresented; you must not
 | |
|     claim that you wrote the original software. If you use this software
 | |
|     in a product, an acknowledgment in the product documentation would be
 | |
|     appreciated but is not required.
 | |
| 
 | |
|     2. Altered source versions must be plainly marked as such, and must not be
 | |
|     misrepresented as being the original software.
 | |
| 
 | |
|     3. This notice may not be removed or altered from any source
 | |
|     distribution. 	
 | |
| *******************************************************************************/
 | |
| 
 | |
| #include "OpenGLWidget.h"
 | |
| 
 | |
| #include "MaterialDensityPair.h"
 | |
| #include "CubicSurfaceExtractorWithNormals.h"
 | |
| #include "SurfaceMesh.h"
 | |
| #include "Volume.h"
 | |
| 
 | |
| #include <QApplication>
 | |
| 
 | |
| //Use the PolyVox namespace
 | |
| using namespace PolyVox;
 | |
| 
 | |
| #include <stdlib.h>
 | |
| 
 | |
| 
 | |
| #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 <stdlib.h>
 | |
| #include <stdio.h>
 | |
| #include <math.h>
 | |
| 
 | |
| #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<terms; i++ )
 | |
| 	{
 | |
| 		result += noise2(vec)*amp;
 | |
| 		vec[0] *= 2.0f;
 | |
| 		vec[1] *= 2.0f;
 | |
|     amp*=0.5f;
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	return result;
 | |
| }
 | |
| 
 | |
| float Perlin::perlin_noise_3D(float vec[3])
 | |
| {
 | |
|   int terms    = mOctaves;
 | |
| 	float freq   = mFrequency;
 | |
| 	float result = 0.0f;
 | |
|   float amp = mAmplitude;
 | |
| 
 | |
|   vec[0]*=mFrequency;
 | |
|   vec[1]*=mFrequency;
 | |
|   vec[2]*=mFrequency;
 | |
| 
 | |
| 	for( int i=0; i<terms; i++ )
 | |
| 	{
 | |
| 		result += noise3(vec)*amp;
 | |
| 		vec[0] *= 2.0f;
 | |
| 		vec[1] *= 2.0f;
 | |
| 		vec[2] *= 2.0f;
 | |
|     amp*=0.5f;
 | |
| 	}
 | |
| 
 | |
| 
 | |
| 	return result;
 | |
| }
 | |
| 
 | |
| Perlin::Perlin(int octaves,float freq,float amp,int seed)
 | |
| {
 | |
|   mOctaves = octaves;
 | |
|   mFrequency = freq;
 | |
|   mAmplitude = amp;
 | |
|   mSeed = seed;
 | |
|   mStart = true;
 | |
| }
 | |
| 
 | |
| void createPerlinVolumeSlow(Volume<MaterialDensityPair44>& 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<float>(volData.getWidth()-1), (y) / static_cast<float>(volData.getHeight()-1), z / static_cast<float>(volData.getDepth()-1));
 | |
| 
 | |
| 				perlinVal += 1.0f;
 | |
| 				perlinVal *= 0.5f;
 | |
| 				perlinVal *= MaterialDensityPair44::getMaxDensity();
 | |
| 
 | |
| 				MaterialDensityPair44 voxel;
 | |
| 
 | |
| 				voxel.setMaterial(245);
 | |
| 				voxel.setDensity(perlinVal);
 | |
| 
 | |
| 				/*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 createPerlinVolumeFast(Volume<MaterialDensityPair44>& volData)
 | |
| {
 | |
| 	Perlin perlin(2,8,1,234);
 | |
| 
 | |
| 	for(int blockZ = 0; blockZ < volData.m_uDepthInBlocks; blockZ++)
 | |
| 	{		
 | |
| 		std::cout << blockZ << std::endl;
 | |
| 		for(int blockY = 0; blockY < volData.m_uHeightInBlocks; blockY++)
 | |
| 		{
 | |
| 			for(int blockX = 0; blockX < volData.m_uWidthInBlocks; blockX++)
 | |
| 			{
 | |
| 				for(int offsetz = 0; offsetz < volData.m_uBlockSideLength; offsetz++)
 | |
| 				{
 | |
| 					for(int offsety = 0; offsety < volData.m_uBlockSideLength; offsety++)
 | |
| 					{
 | |
| 						for(int offsetx = 0; offsetx < volData.m_uBlockSideLength; offsetx++) 
 | |
| 						{							
 | |
| 							int x = blockX * volData.m_uBlockSideLength + offsetx;
 | |
| 							int y = blockY * volData.m_uBlockSideLength + offsety;
 | |
| 							int z = blockZ * volData.m_uBlockSideLength + offsetz;
 | |
| 
 | |
| 							if((x == 0) || (x == volData.getWidth()-1)) continue;
 | |
| 							if((y == 0) || (y == volData.getHeight()-1)) continue;
 | |
| 							if((z == 0) || (z == volData.getDepth()-1)) continue;
 | |
| 
 | |
| 							float perlinVal = perlin.Get3D(x /static_cast<float>(volData.getWidth()-1), (y) / static_cast<float>(volData.getHeight()-1), z / static_cast<float>(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 createPerlinTerrain(Volume<MaterialDensityPair44>& volData)
 | |
| {
 | |
| 	Perlin perlin(2,2,1,234);
 | |
| 
 | |
| 	for(int x = 1; x < volData.getWidth()-1; x++)
 | |
| 	{
 | |
| 		std::cout << x << std::endl;
 | |
| 		for(int y = 1; y < volData.getHeight()-1; y++)
 | |
| 		{
 | |
| 			float perlinVal = perlin.Get(x / static_cast<float>(volData.getHeight()-1), y / static_cast<float>(volData.getDepth()-1));
 | |
| 			perlinVal += 1.0f;
 | |
| 			perlinVal *= 0.5f;
 | |
| 			perlinVal *= volData.getWidth();
 | |
| 			for(int z = 1; z < volData.getDepth()-1; z++) 
 | |
| 			{							
 | |
| 				MaterialDensityPair44 voxel;
 | |
| 				if(z < perlinVal)
 | |
| 				{
 | |
| 					voxel.setMaterial(245);
 | |
| 					voxel.setDensity(MaterialDensityPair44::getMaxDensity());
 | |
| 				}
 | |
| 				else
 | |
| 				{
 | |
| 					voxel.setMaterial(0);
 | |
| 					voxel.setDensity(MaterialDensityPair44::getMinDensity());
 | |
| 				}
 | |
| 
 | |
| 				volData.setVoxelAt(x, y, z, voxel);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void createSphereInVolume(Volume<MaterialDensityPair44>& 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);
 | |
| 
 | |
| 	int iRadius = fRadius;
 | |
| 
 | |
| 	//This three-level for loop iterates over every voxel in the volume
 | |
| 	for (int z = v3dVolCenter.getZ() - iRadius; z <= v3dVolCenter.getZ() + iRadius; z++)
 | |
| 	{
 | |
| 		for (int y = v3dVolCenter.getY() - iRadius; y <= v3dVolCenter.getY() + iRadius; y++)
 | |
| 		{
 | |
| 			for (int x = v3dVolCenter.getX() - iRadius; x <= v3dVolCenter.getX() + iRadius; x++)
 | |
| 			{
 | |
| 				//Store our current position as a vector...
 | |
| 				Vector3DFloat v3dCurrentPos(x,y,z);	
 | |
| 				//And compute how far the current position is from the center of the volume
 | |
| 				float fDistToCenter = (v3dCurrentPos - v3dVolCenter).length();
 | |
| 
 | |
| 				//If the current voxel is less than 'radius' units from the center then we make it solid.
 | |
| 				if(fDistToCenter <= fRadius)
 | |
| 				{
 | |
| 					//Our new density value
 | |
| 					uint8_t uDensity = MaterialDensityPair44::getMaxDensity();
 | |
| 
 | |
| 					//Get the old voxel
 | |
| 					MaterialDensityPair44 voxel = volData.getVoxelAt(x,y,z);
 | |
| 
 | |
| 					//Modify the density
 | |
| 					voxel.setDensity(uDensity);
 | |
| 
 | |
| 					//Wrte the voxel value into the volume	
 | |
| 					volData.setVoxelAt(x, y, z, voxel);
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int main(int argc, char *argv[])
 | |
| {
 | |
| 	//Create and show the Qt OpenGL window
 | |
| 	QApplication app(argc, argv);
 | |
| 	OpenGLWidget openGLWidget(0);
 | |
| 	openGLWidget.show();
 | |
| 
 | |
| 	//Create an empty volume and then place a sphere in it
 | |
| 	Volume<MaterialDensityPair44> volData(256, 256, 256);
 | |
| 	volData.useCompatibilityMode();
 | |
| 	//createSphereInVolume(volData, 30);
 | |
| 	createPerlinTerrain(volData);
 | |
| 	//createPerlinVolumeSlow(volData);
 | |
| 	std::cout << "Memory usage: " << volData.calculateSizeInBytes() << std::endl;
 | |
| 	//volData.setBlockCacheSize(8);
 | |
| 	std::cout << "Memory usage: " << volData.calculateSizeInBytes() << std::endl;
 | |
| 	std::cout << "Compression ratio: " << volData.calculateCompressionRatio() << std::endl;
 | |
| 
 | |
| 	/*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<PositionMaterialNormal> mesh;
 | |
| 	CubicSurfaceExtractorWithNormals<MaterialDensityPair44> surfaceExtractor(&volData, volData.getEnclosingRegion(), &mesh);
 | |
| 	surfaceExtractor.execute();
 | |
| 
 | |
| 	//Pass the surface to the OpenGL window
 | |
| 	openGLWidget.setSurfaceMeshToRender(mesh);
 | |
| 
 | |
| 	//Run the message pump.
 | |
| 	return app.exec();
 | |
| } 
 |