#define main interval_spike_benchmark_main #include "../interval_spike.cpp" #undef main #include #include #include #include #include #include #include #include #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "dxgi.lib") #pragma comment(lib, "d3dcompiler.lib") #pragma comment(lib, "shell32.lib") #pragma comment(lib, "user32.lib") #pragma comment(lib, "windowscodecs.lib") #pragma comment(lib, "ole32.lib") namespace { struct V3 { float x,y,z; }; V3 add(V3 a,V3 b){return {a.x+b.x,a.y+b.y,a.z+b.z};} V3 sub(V3 a,V3 b){return {a.x-b.x,a.y-b.y,a.z-b.z};} V3 mul(V3 a,float s){return {a.x*s,a.y*s,a.z*s};} float dot(V3 a,V3 b){return a.x*b.x+a.y*b.y+a.z*b.z;} V3 cross(V3 a,V3 b){return {a.y*b.z-a.z*b.y,a.z*b.x-a.x*b.z,a.x*b.y-a.y*b.x};} V3 norm(V3 a){float n=std::sqrt(std::max(1e-20f,dot(a,a)));return mul(a,1.0f/n);} struct M4 { float m[4][4]{}; }; M4 identity(){M4 a{};for(int i=0;i<4;++i)a.m[i][i]=1;return a;} M4 perspective(float fov,float aspect,float zn,float zf){M4 a{};float y=1/std::tan(fov*.5f);a.m[0][0]=y/aspect;a.m[1][1]=y;a.m[2][2]=zf/(zf-zn);a.m[2][3]=1;a.m[3][2]=-zn*zf/(zf-zn);return a;} M4 view_matrix(V3 p,V3 f,V3 r,V3 u){M4 a=identity();a.m[0][0]=r.x;a.m[1][0]=r.y;a.m[2][0]=r.z;a.m[3][0]=-dot(r,p);a.m[0][1]=u.x;a.m[1][1]=u.y;a.m[2][1]=u.z;a.m[3][1]=-dot(u,p);a.m[0][2]=f.x;a.m[1][2]=f.y;a.m[2][2]=f.z;a.m[3][2]=-dot(f,p);return a;} M4 transpose(M4 a){M4 b{};for(int i=0;i<4;++i)for(int j=0;j<4;++j)b.m[i][j]=a.m[j][i];return b;} struct GPUVertex { float p[3],n[3]; }; struct CB { M4 viewProj; float camera[3],pad; float light[3],fogStart; float fogEnd,ambient,pad2[2]; }; struct App { HWND hwnd{}; ID3D11Device* dev{}; ID3D11DeviceContext* ctx{}; IDXGISwapChain* swap{}; ID3D11RenderTargetView* rtv{}; ID3D11DepthStencilView* dsv{}; ID3D11VertexShader* vs{}; ID3D11PixelShader* ps{}; ID3D11InputLayout* layout{}; ID3D11Buffer* cb{}; ID3D11RasterizerState* solid{}; ID3D11RasterizerState* wire{}; ID3D11Buffer* nearVB{}; ID3D11Buffer* nearReliefVB{}; ID3D11Buffer* nearIB{}; ID3D11Buffer* farVB{}; ID3D11Buffer* farIB{}; UINT nearIndices{},farIndices{}; uint64_t seed=1;int workers=6;double generationMs{};bool showNear=true,showFar=true,wireframe=false,captured=false,showDisplacement=true,captureFailed=false;float yaw=0,pitch=0,speed=8;V3 pos{};POINT last{};int width=1280,height=800;Clock::time_point prev=Clock::now();double frameMs=0;bool keys[256]{};std::filesystem::path captureTarget; void release_mesh(){if(nearVB)nearVB->Release();if(nearReliefVB)nearReliefVB->Release();if(nearIB)nearIB->Release();if(farVB)farVB->Release();if(farIB)farIB->Release();nearVB=nearReliefVB=nearIB=farVB=farIB=nullptr;nearIndices=farIndices=0;} ~App(){release_mesh();if(solid)solid->Release();if(wire)wire->Release();if(cb)cb->Release();if(layout)layout->Release();if(vs)vs->Release();if(ps)ps->Release();if(rtv)rtv->Release();if(dsv)dsv->Release();if(swap)swap->Release();if(ctx)ctx->Release();if(dev)dev->Release();} bool make_buffer(ID3D11Buffer** out,const void* data,size_t bytes,UINT bind){D3D11_BUFFER_DESC d{};d.ByteWidth=static_cast(bytes);d.Usage=D3D11_USAGE_DEFAULT;d.BindFlags=bind;D3D11_SUBRESOURCE_DATA s{};s.pSysMem=data;return SUCCEEDED(dev->CreateBuffer(&d,&s,out));} bool generate(){ auto begin=Clock::now(); Corpus corpus;build_corpus(corpus,seed);AxisData axes[3];AxisStats stats[3];bool overflow=false; for(int a=0;a<3;++a)axes[a]=solve_axis(corpus,a,workers,stats[a],overflow); BlendStats blendStats{};apply_blend_zones(corpus,axes,stats,blendStats); std::vector active;active_cell_masks(axes[2],active);MeshOutput nearMesh=emit_dual_contour_mesh(corpus,axes,axes[2],active);FarOutput farMesh=build_far_world(seed); std::vector reliefVertices;double maxDisplacement=0;apply_surface_displacement(nearMesh,reliefVertices,maxDisplacement); generationMs=ms(begin,Clock::now());release_mesh(); std::vector nv;nv.reserve(nearMesh.vertices.size());for(const auto& v:nearMesh.vertices)nv.push_back({{v.v.x,v.v.y,v.v.z},{v.v.nx,v.v.ny,v.v.nz}}); std::vector rv;rv.reserve(reliefVertices.size());for(const auto& v:reliefVertices)rv.push_back({{v.x,v.y,v.z},{v.nx,v.ny,v.nz}}); std::vector fv;fv.reserve(farMesh.vertices.size());for(const auto& v:farMesh.vertices)fv.push_back({{v.x,v.y,v.z},{v.nx,v.ny,v.nz}}); if(!nv.empty()&&(!make_buffer(&nearVB,nv.data(),nv.size()*sizeof(GPUVertex),D3D11_BIND_VERTEX_BUFFER)||!make_buffer(&nearReliefVB,rv.data(),rv.size()*sizeof(GPUVertex),D3D11_BIND_VERTEX_BUFFER)||!make_buffer(&nearIB,nearMesh.indices.data(),nearMesh.indices.size()*sizeof(uint32_t),D3D11_BIND_INDEX_BUFFER)))return false; if(!fv.empty()&&(!make_buffer(&farVB,fv.data(),fv.size()*sizeof(GPUVertex),D3D11_BIND_VERTEX_BUFFER)||!make_buffer(&farIB,farMesh.indices.data(),farMesh.indices.size()*sizeof(uint32_t),D3D11_BIND_INDEX_BUFFER)))return false; nearIndices=static_cast(nearMesh.indices.size());farIndices=static_cast(farMesh.indices.size()); // The first generated room is centred near local (-13, -13, -8.5) metres. // These offsets match its deterministic seed-1 center and keep the camera in its air volume. Rng rng(seed ^ 0x0A57A20261002ull);int lx=-1300+rng.range(-170,170),ly=-1300+rng.range(-170,170),lz=-850+rng.range(-120,120); pos={kWorldOriginCm[0]*.01f+lx*.01f,kWorldOriginCm[1]*.01f+ly*.01f,kWorldOriginCm[2]*.01f+lz*.01f};yaw=0;pitch=0; return true; } bool init_device(){ DXGI_SWAP_CHAIN_DESC sd{};sd.BufferCount=1;sd.BufferDesc.Format=DXGI_FORMAT_R8G8B8A8_UNORM;sd.BufferUsage=DXGI_USAGE_RENDER_TARGET_OUTPUT;sd.OutputWindow=hwnd;sd.SampleDesc.Count=1;sd.Windowed=TRUE;sd.SwapEffect=DXGI_SWAP_EFFECT_DISCARD; UINT flags=0; #if defined(_DEBUG) flags|=D3D11_CREATE_DEVICE_DEBUG; #endif D3D_FEATURE_LEVEL fl{};if(FAILED(D3D11CreateDeviceAndSwapChain(nullptr,D3D_DRIVER_TYPE_HARDWARE,nullptr,flags,nullptr,0,D3D11_SDK_VERSION,&sd,&swap,&dev,&fl,&ctx)))return false; const char* shader="cbuffer C:register(b0){float4x4 VP;float3 Camera;float Pad;float3 LightDir;float FogStart;float FogEnd;float Ambient;float2 Pad2;} struct I{float3 p:POSITION;float3 n:NORMAL;};struct O{float4 p:SV_POSITION;float3 world:TEXCOORD0;float3 n:NORMAL;};O VS(I i){O o;o.p=mul(float4(i.p,1),VP);o.world=i.p;o.n=i.n;return o;}float hash3(float3 p){return frac(sin(dot(p,float3(127.1,311.7,74.7)))*43758.5453);}float noise3(float3 p){float3 i=floor(p),f=frac(p);f=f*f*(3-2*f);float a=lerp(hash3(i),hash3(i+float3(1,0,0)),f.x);float b=lerp(hash3(i+float3(0,1,0)),hash3(i+float3(1,1,0)),f.x);float c=lerp(hash3(i+float3(0,0,1)),hash3(i+float3(1,0,1)),f.x);float d=lerp(hash3(i+float3(0,1,1)),hash3(i+float3(1,1,1)),f.x);return lerp(lerp(a,b,f.y),lerp(c,d,f.y),f.z);}float4 PS(O i):SV_TARGET{float3 N=normalize(i.n);float3 L=normalize(-LightDir);float diffuse=saturate(dot(N,L))*0.72;float3 toCam=Camera-i.world;float dist=length(toCam);float head=saturate(dot(N,normalize(toCam)))*0.85/(1+dist*0.018);float light=Ambient+diffuse+head;float mottling=0.68*noise3(i.world*0.28)+0.32*noise3(i.world*1.0);float shade=0.45+mottling;float3 rock=float3(0.46,0.39,0.30)*shade*light;float fog=saturate((dist-FogStart)/(FogEnd-FogStart));return float4(lerp(rock,float3(0.075,0.095,0.12),fog),1);} "; ID3DBlob *vb=nullptr,*pb=nullptr,*err=nullptr;if(FAILED(D3DCompile(shader,strlen(shader),nullptr,nullptr,nullptr,"VS","vs_4_0",0,0,&vb,&err)))return false;if(FAILED(D3DCompile(shader,strlen(shader),nullptr,nullptr,nullptr,"PS","ps_4_0",0,0,&pb,&err))){if(vb)vb->Release();return false;} HRESULT hr=dev->CreateVertexShader(vb->GetBufferPointer(),vb->GetBufferSize(),nullptr,&vs);if(SUCCEEDED(hr))hr=dev->CreatePixelShader(pb->GetBufferPointer(),pb->GetBufferSize(),nullptr,&ps); D3D11_INPUT_ELEMENT_DESC il[]={{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0},{"NORMAL",0,DXGI_FORMAT_R32G32B32_FLOAT,0,12,D3D11_INPUT_PER_VERTEX_DATA,0}};if(SUCCEEDED(hr))hr=dev->CreateInputLayout(il,2,vb->GetBufferPointer(),vb->GetBufferSize(),&layout);vb->Release();pb->Release();if(FAILED(hr))return false; D3D11_BUFFER_DESC cbd{};cbd.ByteWidth=sizeof(CB);cbd.Usage=D3D11_USAGE_DEFAULT;cbd.BindFlags=D3D11_BIND_CONSTANT_BUFFER;if(FAILED(dev->CreateBuffer(&cbd,nullptr,&cb)))return false; D3D11_RASTERIZER_DESC rd{};rd.FillMode=D3D11_FILL_SOLID;rd.CullMode=D3D11_CULL_NONE;rd.DepthClipEnable=TRUE;if(FAILED(dev->CreateRasterizerState(&rd,&solid)))return false;rd.FillMode=D3D11_FILL_WIREFRAME;if(FAILED(dev->CreateRasterizerState(&rd,&wire)))return false; return resize(width,height); } bool resize(int w,int h){if(!dev||w<1||h<1)return true;width=w;height=h;if(rtv){rtv->Release();rtv=nullptr;}if(dsv){dsv->Release();dsv=nullptr;}if(FAILED(swap->ResizeBuffers(0,w,h,DXGI_FORMAT_UNKNOWN,0)))return false;ID3D11Texture2D* back{};if(FAILED(swap->GetBuffer(0,__uuidof(ID3D11Texture2D),reinterpret_cast(&back))))return false;HRESULT hr=dev->CreateRenderTargetView(back,nullptr,&rtv);back->Release();if(FAILED(hr))return false;D3D11_TEXTURE2D_DESC dd{};dd.Width=w;dd.Height=h;dd.MipLevels=1;dd.ArraySize=1;dd.Format=DXGI_FORMAT_D24_UNORM_S8_UINT;dd.SampleDesc.Count=1;dd.BindFlags=D3D11_BIND_DEPTH_STENCIL;ID3D11Texture2D* depth{};if(FAILED(dev->CreateTexture2D(&dd,nullptr,&depth)))return false;hr=dev->CreateDepthStencilView(depth,nullptr,&dsv);depth->Release();return SUCCEEDED(hr);} bool save_backbuffer_png(const std::filesystem::path& path){ ID3D11Texture2D* back{};ID3D11Texture2D* staging{};IWICImagingFactory* factory{};IWICStream* stream{};IWICBitmapEncoder* encoder{};IWICBitmapFrameEncode* frame{};IPropertyBag2* props{};D3D11_TEXTURE2D_DESC desc{};D3D11_MAPPED_SUBRESOURCE mapped{};bool ok=false;HRESULT hr=S_OK;const char* stage="get swapchain buffer"; if(FAILED(hr=swap->GetBuffer(0,__uuidof(ID3D11Texture2D),reinterpret_cast(&back))))goto done; back->GetDesc(&desc);desc.Usage=D3D11_USAGE_STAGING;desc.BindFlags=0;desc.CPUAccessFlags=D3D11_CPU_ACCESS_READ;desc.MiscFlags=0; stage="create staging texture";if(FAILED(hr=dev->CreateTexture2D(&desc,nullptr,&staging)))goto done; ctx->CopyResource(staging,back); stage="map staging texture";if(FAILED(hr=ctx->Map(staging,0,D3D11_MAP_READ,0,&mapped)))goto done; { const UINT stride=desc.Width*4;std::vector pixels(static_cast(stride)*desc.Height); for(UINT y=0;y(mapped.pData)+static_cast(y)*mapped.RowPitch;BYTE* dst=pixels.data()+static_cast(y)*stride;for(UINT x=0;xUnmap(staging,0); stage="create WIC factory";if(FAILED(hr=CoCreateInstance(CLSID_WICImagingFactory,nullptr,CLSCTX_INPROC_SERVER,IID_PPV_ARGS(&factory))))goto done; stage="create WIC stream";if(FAILED(hr=factory->CreateStream(&stream)))goto done; stage="open PNG path";if(FAILED(hr=stream->InitializeFromFilename(path.c_str(),GENERIC_WRITE)))goto done; stage="create PNG encoder";if(FAILED(hr=factory->CreateEncoder(GUID_ContainerFormatPng,nullptr,&encoder)))goto done; stage="initialize PNG encoder";if(FAILED(hr=encoder->Initialize(stream,WICBitmapEncoderNoCache)))goto done; stage="create PNG frame";if(FAILED(hr=encoder->CreateNewFrame(&frame,&props)))goto done; stage="initialize PNG frame";if(FAILED(hr=frame->Initialize(props)))goto done; stage="set PNG size";if(FAILED(hr=frame->SetSize(desc.Width,desc.Height)))goto done; {WICPixelFormatGUID format=GUID_WICPixelFormat32bppBGRA;stage="set PNG pixel format";hr=frame->SetPixelFormat(&format);if(FAILED(hr)||format!=GUID_WICPixelFormat32bppBGRA){if(SUCCEEDED(hr))hr=WINCODEC_ERR_UNSUPPORTEDPIXELFORMAT;goto done;}} stage="write PNG pixels";if(FAILED(hr=frame->WritePixels(desc.Height,stride,static_cast(pixels.size()),pixels.data())))goto done; stage="commit PNG";if(FAILED(hr=frame->Commit())||FAILED(hr=encoder->Commit()))goto done;ok=true; } done: if(!ok)std::fprintf(stderr,"Capture failed at %s (HRESULT 0x%08lx)\n",stage,static_cast(hr)); if(staging)staging->Release();if(back)back->Release();if(frame)frame->Release();if(props)props->Release();if(encoder)encoder->Release();if(stream)stream->Release();if(factory)factory->Release();return ok; } V3 forward(){return norm({std::sin(yaw)*std::cos(pitch),std::cos(yaw)*std::cos(pitch),std::sin(pitch)});} void title(){char b[256];snprintf(b,sizeof(b),"Interval spike | %.2f ms/frame | %u tris | relief %s | (%.1f, %.1f, %.1f) m | gen %.1f ms | seed %llu",frameMs,((showNear?nearIndices:0)+(showFar?farIndices:0))/3,showDisplacement?"ON":"OFF",pos.x,pos.y,pos.z,generationMs,(unsigned long long)seed);SetWindowTextA(hwnd,b);} void draw(){auto now=Clock::now();float dt=std::clamp(std::chrono::duration(now-prev).count(),0.0f,.1f);prev=now;frameMs=dt*1000; V3 f=forward(),r=norm(cross(f,{0,0,1})),u=norm(cross(r,f));float step=speed*dt*(keys[VK_SHIFT]?4.0f:1.0f);if(keys['W'])pos=add(pos,mul(f,step));if(keys['S'])pos=sub(pos,mul(f,step));if(keys['A'])pos=sub(pos,mul(r,step));if(keys['D'])pos=add(pos,mul(r,step));if(keys[VK_SPACE]||keys['E'])pos.z+=step;if(keys[VK_CONTROL]||keys['Q'])pos.z-=step; float clear[]={.075f,.095f,.12f,1};ctx->OMSetRenderTargets(1,&rtv,dsv);ctx->ClearRenderTargetView(rtv,clear);ctx->ClearDepthStencilView(dsv,D3D11_CLEAR_DEPTH,1,0);D3D11_VIEWPORT vp{0,0,(float)width,(float)height,0,1};ctx->RSSetViewports(1,&vp);ctx->RSSetState(wireframe?wire:solid);ctx->IASetInputLayout(layout);ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); CB c{};M4 v=view_matrix(pos,f,r,u);M4 p=perspective(1.0472f,(float)width/height,.05f,20000); // compose view and projection for row-vector shader M4 out{};for(int i=0;i<4;++i)for(int j=0;j<4;++j)for(int k=0;k<4;++k)out.m[i][j]+=v.m[i][k]*p.m[k][j];c.viewProj=transpose(out);c.camera[0]=pos.x;c.camera[1]=pos.y;c.camera[2]=pos.z;c.light[0]=-.45f;c.light[1]=-.8f;c.light[2]=-.35f;c.fogStart=80;c.fogEnd=1200;c.ambient=.28f;ctx->UpdateSubresource(cb,0,nullptr,&c,0,0);ctx->VSSetConstantBuffers(0,1,&cb);ctx->PSSetConstantBuffers(0,1,&cb);ctx->VSSetShader(vs,nullptr,0);ctx->PSSetShader(ps,nullptr,0); auto mesh=[&](ID3D11Buffer* vb,ID3D11Buffer* ib,UINT count){if(!vb||!ib||!count)return;UINT stride=sizeof(GPUVertex),offset=0;ctx->IASetVertexBuffers(0,1,&vb,&stride,&offset);ctx->IASetIndexBuffer(ib,DXGI_FORMAT_R32_UINT,0);ctx->DrawIndexed(count,0,0);};if(showNear)mesh(showDisplacement?nearReliefVB:nearVB,nearIB,nearIndices);if(showFar)mesh(farVB,farIB,farIndices);if(!captureTarget.empty()){if(save_backbuffer_png(captureTarget))std::printf("Captured %ls\n",captureTarget.c_str());else{std::fprintf(stderr,"Capture failed: %ls\n",captureTarget.c_str());captureFailed=true;}captureTarget.clear();}swap->Present(1,0);title();} void capture(bool on){captured=on;if(on){SetCapture(hwnd);ShowCursor(FALSE);GetCursorPos(&last);POINT c{width/2,height/2};ClientToScreen(hwnd,&c);SetCursorPos(c.x,c.y);}else{ReleaseCapture();ShowCursor(TRUE);}} }; App* g{}; LRESULT CALLBACK wndproc(HWND h,UINT m,WPARAM w,LPARAM l){if(!g)return DefWindowProc(h,m,w,l);switch(m){case WM_SIZE:if(w!=SIZE_MINIMIZED)g->resize(LOWORD(l),HIWORD(l));return 0;case WM_KEYDOWN:if(w<256)g->keys[w]=true;if(w==VK_ESCAPE){if(g->captured)g->capture(false);else DestroyWindow(h);}if(w=='F')g->wireframe=!g->wireframe;if(w=='R')g->showDisplacement=!g->showDisplacement;if(w=='N'||w=='P'){g->seed+=(w=='N'?1:static_cast(-1));if(!g->generate())MessageBoxA(h,"Could not create mesh buffers.","Viewer error",MB_ICONERROR);}if(w=='M')g->showNear=!g->showNear;if(w=='B')g->showFar=!g->showFar;return 0;case WM_KEYUP:if(w<256)g->keys[w]=false;return 0;case WM_RBUTTONDOWN:g->capture(true);return 0;case WM_RBUTTONUP:g->capture(false);return 0;case WM_MOUSEMOVE:if(g->captured){POINT c{g->width/2,g->height/2};ClientToScreen(h,&c);POINT p{GET_X_LPARAM(l),GET_Y_LPARAM(l)};POINT sc=p;ClientToScreen(h,&sc);int dx=sc.x-c.x,dy=sc.y-c.y;if(dx||dy){g->yaw+=dx*.0035f;g->pitch=std::clamp(g->pitch-dy*.0035f,-1.55f,1.55f);SetCursorPos(c.x,c.y);}}return 0;case WM_MOUSEWHEEL:g->speed=std::clamp(g->speed*(GET_WHEEL_DELTA_WPARAM(w)>0?1.25f:.8f),.25f,1000.0f);return 0;case WM_DESTROY:PostQuitMessage(0);return 0;}return DefWindowProc(h,m,w,l);} } int WINAPI WinMain(HINSTANCE instance,HINSTANCE,LPSTR,int){ int argc=0;LPWSTR* argv=CommandLineToArgvW(GetCommandLineW(),&argc);uint64_t seed=1;int workers=6,positional=0;std::filesystem::path captureDir;bool captureMode=false; if(argv)for(int i=1;i