diff --git a/.gitignore b/.gitignore index 2512a95..5261bf2 100644 --- a/.gitignore +++ b/.gitignore @@ -39,3 +39,5 @@ msbuild.wrn # JS stuff node_modules + +emsdk \ No newline at end of file diff --git a/WebPreviewApp/CMakeLists.txt b/WebPreviewApp/CMakeLists.txt new file mode 100644 index 0000000..e8f5e1e --- /dev/null +++ b/WebPreviewApp/CMakeLists.txt @@ -0,0 +1,62 @@ +cmake_minimum_required(VERSION 3.7.1) + +project(FastNoiseLitePreview VERSION 1.0) +SET(CMAKE_CXX_STANDARD 11) + +include(FetchContent) + +FetchContent_Declare( + imgui_application + GIT_REPOSITORY https://github.com/auburn/imgui_application + GIT_TAG 00c4079834123e27850c6ec818b21fdf2797e5b5 +) +FetchContent_MakeAvailable(imgui_application) + +# ---------------------------------------------------------- + +add_executable(${CMAKE_PROJECT_NAME} + "${CMAKE_CURRENT_SOURCE_DIR}/main.cpp" +) + +target_include_directories(${CMAKE_PROJECT_NAME} PUBLIC + ${IMGUI_APPLICATION_INCLUDE_DIRECTORIES} + ../Cpp +) + +if(EMSCRIPTEN) + + # IMPORTANT NOTE: due to `target_link_options` deduplication, + # we use "-sWASM=1 -sUSE_SDL=2 ..." which works well, instead of + # "-s WASM=1 -s USE_SDL=2 ..." (with spaces), which becomes + # "-s WASM=1 USE_SDL=2 ..." (duplicated but necessary '-s' removed). + + target_link_options(${CMAKE_PROJECT_NAME} PRIVATE + -sWASM=1 + -sUSE_SDL=2 + + -sUSE_WEBGL2=1 + #-sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2 # Only target for WebGL2 (drop support for WebGL1 to save code size) + + -sALLOW_MEMORY_GROWTH=1 + -sDISABLE_EXCEPTION_CATCHING=1 -sNO_EXIT_RUNTIME=0 -sASSERTIONS=1 + + -sNO_FILESYSTEM=1 + + -sSINGLE_FILE + + --shell-file ${IMGUI_APPLICATION_SHELL_MINIMAL} + ) + + target_link_libraries(${CMAKE_PROJECT_NAME} + imgui_application + ) + + set(CMAKE_EXECUTABLE_SUFFIX ".html") + +else() + + target_link_libraries(${CMAKE_PROJECT_NAME} + imgui_application GL + ) + +endif() \ No newline at end of file diff --git a/WebPreviewApp/build.ps1 b/WebPreviewApp/build.ps1 new file mode 100644 index 0000000..6f5a158 --- /dev/null +++ b/WebPreviewApp/build.ps1 @@ -0,0 +1,18 @@ +$scriptPath = $PSScriptRoot +$emsdkVer = "3.1.44" +$emsdkPath = Join-Path -Path $PSScriptRoot -ChildPath "emsdk" + +if (Test-Path -Path $emsdkPath -PathType Container) { + Write-Host "Found existing emsdk" + ./emsdk/emsdk_env.ps1 +} else { + Write-Host "Building emsdk" + git clone --branch $emsdkVer "https://github.com/emscripten-core/emsdk.git" $emsdkPath + ./emsdk/emsdk.ps1 install $emsdkVer + ./emsdk/emsdk.ps1 activate $emsdkVer +} + +emcc --version + +emcmake cmake -Bbuild -DCMAKE_BUILD_TYPE=Release +cmake --build build diff --git a/WebPreviewApp/main.cpp b/WebPreviewApp/main.cpp new file mode 100644 index 0000000..1984e1b --- /dev/null +++ b/WebPreviewApp/main.cpp @@ -0,0 +1,251 @@ +#include +#include + +#include +#include + +#include +#include + +#include "FastNoiseLite.h" +#include "../Cpp/FastNoiseLite.h" + +class FastNoiseLitePreviewApp : public ImGui_Application +{ +public: + bool init() override + { + bool success = ImGui_Application::init(); + ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable; + + UpdateTexture(); + + return success; + } + + uint32_t noiseTex = 0; + int noiseTexSize = 1024; + + FastNoiseLite fnl; + int fnlNoiseType = 0; + int fnlRotationType = 0; + int fnlSeed = 1337; + float fnlFrequency = 0.01f; + + int fnlFractalType = 0; + int fnlFractalOctaves = 3; + float fnlFractalLacunarity = 2.0f; + float fnlFractalGain = 0.5f; + float fnlFractalWeightedStrength = 0.0f; + float fnlFractalPingPongStrength = 2.0f; + + int fnlCellularType = 0; + int fnlCellularReturnType = 0; + float fnlCellularJitter = 1.0f; + + int fnlDomainWarpType = 0; + int fnlDomainWarpRotationType = 0; + float fnlDomainWarpAmplitude = 30.0f; + float fnlDomainWarpFrequency = 0.005f; + + int fnlDomainWarpFractalType = 0; + int fnlDomainWarpFractalOctaves = 5; + float fnlDomainWarpFractalLacunarity = 2.0f; + float fnlDomainWarpFractalGain = 0.5f; + + void draw_ui() override + { + SetupDocking(); + + //ImGui::ShowDemoWindow(); + + ImGui::Begin("FastNoise Lite"); + + bool texUpdate = false; + + /// General + ImGui::TextUnformatted("General"); + + if( ImGui::Combo("Noise Type", &fnlNoiseType,"OpenSimplex2\0OpenSimplex2S\0Cellular\0Perlin\0ValueCubic\0Value\0") ) + { + fnl.SetNoiseType( (FastNoiseLite::NoiseType)fnlNoiseType ); + texUpdate = true; + } + if( ImGui::Combo("Rotation Type 3D", &fnlRotationType,"None\0ImproveXYPlanes\0ImproveXZPlanes\0") ) + { + fnl.SetRotationType3D( (FastNoiseLite::RotationType3D)fnlRotationType ); + texUpdate = true; + } + if( ImGui::DragInt("Seed", &fnlSeed) ) + { + fnl.SetSeed( fnlSeed ); + texUpdate = true; + } + if( ImGui::DragFloat("Frequency", &fnlFrequency, 0.001f) ) + { + fnl.SetFrequency( fnlFrequency ); + texUpdate = true; + } + + /// Fractal + ImGui::TextUnformatted("Fractal"); + + if( ImGui::Combo("Type", &fnlFractalType,"None\0FBm\0Ridged\0PingPong\0") ) + { + fnl.SetFractalType( (FastNoiseLite::FractalType)fnlFractalType ); + texUpdate = true; + } + if( ImGui::DragInt("Octaves", &fnlFractalOctaves, 0.1f) ) + { + fnl.SetFractalOctaves( fnlFractalOctaves ); + texUpdate = true; + } + if( ImGui::DragFloat("Lacunarity", &fnlFractalLacunarity, 0.01f) ) + { + fnl.SetFractalLacunarity( fnlFractalLacunarity ); + texUpdate = true; + } + if( ImGui::DragFloat("Gain", &fnlFractalGain, 0.01f) ) + { + fnl.SetFractalGain( fnlFractalGain ); + texUpdate = true; + } + if( ImGui::DragFloat("Weighted Strength", &fnlFractalWeightedStrength, 0.01f) ) + { + fnl.SetFractalWeightedStrength( fnlFractalWeightedStrength ); + texUpdate = true; + } + ImGui::BeginDisabled( fnlFractalType != (int)FastNoiseLite::FractalType_PingPong ); + if( ImGui::DragFloat("Ping Pong Strength", &fnlFractalPingPongStrength, 0.01f) ) + { + fnl.SetFractalPingPongStrength( fnlFractalPingPongStrength ); + texUpdate = true; + } + ImGui::EndDisabled(); + + + + ImGui::End(); + + if(texUpdate) + { + UpdateTexture(); + } + + ImGui::Begin("Noise Texture"); + ImGui::Image((void*)(intptr_t)noiseTex, ImVec2(noiseTexSize, noiseTexSize)); + ImGui::End(); + } + + void SetupDocking() + { + static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode; + + // We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into, + // because it would be confusing to have two docking targets within each others. + ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; + + ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImGui::SetNextWindowPos(viewport->Pos); + ImGui::SetNextWindowSize(viewport->Size); + ImGui::SetNextWindowViewport(viewport->ID); + ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); + ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); + window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; + window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; + + // When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background and handle the pass-thru hole, so we ask Begin() to not render a background. + if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode) + window_flags |= ImGuiWindowFlags_NoBackground; + + // Important: note that we proceed even if Begin() returns false (aka window is collapsed). + // This is because we want to keep our DockSpace() active. If a DockSpace() is inactive, + // all active windows docked into it will lose their parent and become undocked. + // We cannot preserve the docking relationship between an active window and an inactive docking, otherwise + // any change of dockspace/settings would lead to windows being stuck in limbo and never being visible. + ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f)); + ImGui::Begin("DockSpace", nullptr, window_flags); + ImGui::PopStyleVar(); + ImGui::PopStyleVar(2); + + // DockSpace + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) + { + ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); + ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); + + static auto first_time = true; + if (first_time) + { + first_time = false; + + ImGui::DockBuilderRemoveNode(dockspace_id); // clear any previous layout + ImGui::DockBuilderAddNode(dockspace_id, dockspace_flags | ImGuiDockNodeFlags_DockSpace); + ImGui::DockBuilderSetNodeSize(dockspace_id, viewport->Size); + + // split the dockspace into 2 nodes -- DockBuilderSplitNode takes in the following args in the following order + // window ID to split, direction, fraction (between 0 and 1), the final two setting let's us choose which id we want (which ever one we DON'T set as NULL, will be returned by the function) + // out_id_at_dir is the id of the node in the direction we specified earlier, out_id_at_opposite_dir is in the opposite direction + auto dock_id_left = ImGui::DockBuilderSplitNode(dockspace_id, ImGuiDir_Left, 0.3f, nullptr, &dockspace_id); + + // we now dock our windows into the docking node we made above + ImGui::DockBuilderDockWindow("Noise Texture", dockspace_id); + ImGui::DockBuilderDockWindow("FastNoise Lite", dock_id_left); + ImGui::DockBuilderFinish(dockspace_id); + } + } + + ImGui::End(); + } + + void UpdateTexture() + { + if(noiseTex != 0) + { + glDeleteTextures(1, &noiseTex); + } + + unsigned char *pixelArray = new unsigned char[noiseTexSize * noiseTexSize * 4]; + int index = 0; + + for(int y = 0; y < noiseTexSize; y++) + { + for(int x = 0; x < noiseTexSize; x++) + { + float noise = fnl.GetNoise((double)x, (double)y); + unsigned char cNoise = (unsigned char)std::max(0.0f, std::min(255.0f, noise * 127.5f + 127.5f)); + pixelArray[index++] = cNoise; + pixelArray[index++] = cNoise; + pixelArray[index++] = cNoise; + pixelArray[index++] = 255; + } + } + + // Create a OpenGL texture identifier + glGenTextures(1, &noiseTex); + glBindTexture(GL_TEXTURE_2D, noiseTex); + + // Setup filtering parameters for display + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); // This is required on WebGL for non power-of-two textures + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Same + + // Upload pixels into texture + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, noiseTexSize, noiseTexSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixelArray); + delete[] pixelArray; + } +}; + +int main() +{ + FastNoiseLitePreviewApp app; + + if (!app.init()) + return 1; + + app.run_main_loop(); + + return 0; +} \ No newline at end of file