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defined(__GNUC_PATCHLEVEL__) +# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +#endif + +#elif defined(__PATHCC__) +# define COMPILER_ID "PathScale" +# define COMPILER_VERSION_MAJOR DEC(__PATHCC__) +# define COMPILER_VERSION_MINOR DEC(__PATHCC_MINOR__) +# if defined(__PATHCC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__PATHCC_PATCHLEVEL__) +# endif + +#elif defined(__BORLANDC__) && defined(__CODEGEARC_VERSION__) +# define COMPILER_ID "Embarcadero" +# define COMPILER_VERSION_MAJOR HEX(__CODEGEARC_VERSION__>>24 & 0x00FF) +# define COMPILER_VERSION_MINOR HEX(__CODEGEARC_VERSION__>>16 & 0x00FF) +# define COMPILER_VERSION_PATCH DEC(__CODEGEARC_VERSION__ & 0xFFFF) + +#elif defined(__BORLANDC__) +# define COMPILER_ID "Borland" + /* __BORLANDC__ = 0xVRR */ +# define COMPILER_VERSION_MAJOR HEX(__BORLANDC__>>8) +# define COMPILER_VERSION_MINOR HEX(__BORLANDC__ & 0xFF) + +#elif defined(__WATCOMC__) && __WATCOMC__ < 1200 +# define COMPILER_ID "Watcom" + /* __WATCOMC__ = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(__WATCOMC__ / 100) +# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10) +# if (__WATCOMC__ % 10) > 0 +# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10) +# endif + +#elif defined(__WATCOMC__) +# define COMPILER_ID "OpenWatcom" + /* __WATCOMC__ = VVRP + 1100 */ +# define COMPILER_VERSION_MAJOR DEC((__WATCOMC__ - 1100) / 100) +# define COMPILER_VERSION_MINOR DEC((__WATCOMC__ / 10) % 10) +# if (__WATCOMC__ % 10) > 0 +# define COMPILER_VERSION_PATCH DEC(__WATCOMC__ % 10) +# endif + +#elif defined(__SUNPRO_CC) +# define COMPILER_ID "SunPro" +# if __SUNPRO_CC >= 0x5100 + /* __SUNPRO_CC = 0xVRRP */ +# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>12) +# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xFF) +# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF) +# else + /* __SUNPRO_CC = 0xVRP */ +# define COMPILER_VERSION_MAJOR HEX(__SUNPRO_CC>>8) +# define COMPILER_VERSION_MINOR HEX(__SUNPRO_CC>>4 & 0xF) +# define COMPILER_VERSION_PATCH HEX(__SUNPRO_CC & 0xF) +# endif + +#elif defined(__HP_aCC) +# define COMPILER_ID "HP" + /* __HP_aCC = VVRRPP */ +# define COMPILER_VERSION_MAJOR DEC(__HP_aCC/10000) +# define COMPILER_VERSION_MINOR DEC(__HP_aCC/100 % 100) +# define COMPILER_VERSION_PATCH DEC(__HP_aCC % 100) + +#elif defined(__DECCXX) +# define COMPILER_ID "Compaq" + /* __DECCXX_VER = VVRRTPPPP */ +# define COMPILER_VERSION_MAJOR DEC(__DECCXX_VER/10000000) +# define COMPILER_VERSION_MINOR DEC(__DECCXX_VER/100000 % 100) +# define COMPILER_VERSION_PATCH DEC(__DECCXX_VER % 10000) + +#elif defined(__IBMCPP__) && defined(__COMPILER_VER__) +# define COMPILER_ID "zOS" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__open_xl__) && defined(__clang__) +# define COMPILER_ID "IBMClang" +# define COMPILER_VERSION_MAJOR DEC(__open_xl_version__) +# define COMPILER_VERSION_MINOR DEC(__open_xl_release__) +# define COMPILER_VERSION_PATCH DEC(__open_xl_modification__) +# define COMPILER_VERSION_TWEAK DEC(__open_xl_ptf_fix_level__) + + +#elif defined(__ibmxl__) && defined(__clang__) +# define COMPILER_ID "XLClang" +# define COMPILER_VERSION_MAJOR DEC(__ibmxl_version__) +# define COMPILER_VERSION_MINOR DEC(__ibmxl_release__) +# define COMPILER_VERSION_PATCH DEC(__ibmxl_modification__) +# define COMPILER_VERSION_TWEAK DEC(__ibmxl_ptf_fix_level__) + + +#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ >= 800 +# define COMPILER_ID "XL" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__IBMCPP__) && !defined(__COMPILER_VER__) && __IBMCPP__ < 800 +# define COMPILER_ID "VisualAge" + /* __IBMCPP__ = VRP */ +# define COMPILER_VERSION_MAJOR DEC(__IBMCPP__/100) +# define COMPILER_VERSION_MINOR DEC(__IBMCPP__/10 % 10) +# define COMPILER_VERSION_PATCH DEC(__IBMCPP__ % 10) + +#elif defined(__NVCOMPILER) +# define COMPILER_ID "NVHPC" +# define COMPILER_VERSION_MAJOR DEC(__NVCOMPILER_MAJOR__) +# define COMPILER_VERSION_MINOR DEC(__NVCOMPILER_MINOR__) +# if defined(__NVCOMPILER_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__NVCOMPILER_PATCHLEVEL__) +# endif + +#elif defined(__PGI) +# define COMPILER_ID "PGI" +# define COMPILER_VERSION_MAJOR DEC(__PGIC__) +# define COMPILER_VERSION_MINOR DEC(__PGIC_MINOR__) +# if defined(__PGIC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__PGIC_PATCHLEVEL__) +# endif + +#elif defined(__clang__) && defined(__cray__) +# define COMPILER_ID "CrayClang" +# define COMPILER_VERSION_MAJOR DEC(__cray_major__) +# define COMPILER_VERSION_MINOR DEC(__cray_minor__) +# define COMPILER_VERSION_PATCH DEC(__cray_patchlevel__) +# define COMPILER_VERSION_INTERNAL_STR __clang_version__ + + +#elif defined(_CRAYC) +# define COMPILER_ID "Cray" +# define COMPILER_VERSION_MAJOR DEC(_RELEASE_MAJOR) +# define COMPILER_VERSION_MINOR DEC(_RELEASE_MINOR) + +#elif defined(__TI_COMPILER_VERSION__) +# define COMPILER_ID "TI" + /* __TI_COMPILER_VERSION__ = VVVRRRPPP */ +# define COMPILER_VERSION_MAJOR DEC(__TI_COMPILER_VERSION__/1000000) +# define COMPILER_VERSION_MINOR DEC(__TI_COMPILER_VERSION__/1000 % 1000) +# define COMPILER_VERSION_PATCH DEC(__TI_COMPILER_VERSION__ % 1000) + +#elif defined(__CLANG_FUJITSU) +# define COMPILER_ID "FujitsuClang" +# define COMPILER_VERSION_MAJOR DEC(__FCC_major__) +# define COMPILER_VERSION_MINOR DEC(__FCC_minor__) +# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__) +# define COMPILER_VERSION_INTERNAL_STR __clang_version__ + + +#elif defined(__FUJITSU) +# define COMPILER_ID "Fujitsu" +# if defined(__FCC_version__) +# define COMPILER_VERSION __FCC_version__ +# elif defined(__FCC_major__) +# define COMPILER_VERSION_MAJOR DEC(__FCC_major__) +# define COMPILER_VERSION_MINOR DEC(__FCC_minor__) +# define COMPILER_VERSION_PATCH DEC(__FCC_patchlevel__) +# endif +# if defined(__fcc_version) +# define COMPILER_VERSION_INTERNAL DEC(__fcc_version) +# elif defined(__FCC_VERSION) +# define COMPILER_VERSION_INTERNAL DEC(__FCC_VERSION) +# endif + + +#elif defined(__ghs__) +# define COMPILER_ID "GHS" +/* __GHS_VERSION_NUMBER = VVVVRP */ +# ifdef __GHS_VERSION_NUMBER +# define COMPILER_VERSION_MAJOR DEC(__GHS_VERSION_NUMBER / 100) +# define COMPILER_VERSION_MINOR DEC(__GHS_VERSION_NUMBER / 10 % 10) +# define COMPILER_VERSION_PATCH DEC(__GHS_VERSION_NUMBER % 10) +# endif + +#elif defined(__TASKING__) +# define COMPILER_ID "Tasking" + # define COMPILER_VERSION_MAJOR DEC(__VERSION__/1000) + # define COMPILER_VERSION_MINOR DEC(__VERSION__ % 100) +# define COMPILER_VERSION_INTERNAL DEC(__VERSION__) + +#elif defined(__ORANGEC__) +# define COMPILER_ID "OrangeC" +# define COMPILER_VERSION_MAJOR DEC(__ORANGEC_MAJOR__) +# define COMPILER_VERSION_MINOR DEC(__ORANGEC_MINOR__) +# define COMPILER_VERSION_PATCH DEC(__ORANGEC_PATCHLEVEL__) + +#elif defined(__SCO_VERSION__) +# define COMPILER_ID "SCO" + +#elif defined(__ARMCC_VERSION) && !defined(__clang__) +# define COMPILER_ID "ARMCC" +#if __ARMCC_VERSION >= 1000000 + /* __ARMCC_VERSION = VRRPPPP */ + # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/1000000) + # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 100) + # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000) +#else + /* __ARMCC_VERSION = VRPPPP */ + # define COMPILER_VERSION_MAJOR DEC(__ARMCC_VERSION/100000) + # define COMPILER_VERSION_MINOR DEC(__ARMCC_VERSION/10000 % 10) + # define COMPILER_VERSION_PATCH DEC(__ARMCC_VERSION % 10000) +#endif + + +#elif defined(__clang__) && defined(__apple_build_version__) +# define COMPILER_ID "AppleClang" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# define COMPILER_VERSION_MAJOR DEC(__clang_major__) +# define COMPILER_VERSION_MINOR DEC(__clang_minor__) +# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__) +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif +# define COMPILER_VERSION_TWEAK DEC(__apple_build_version__) + +#elif defined(__clang__) && defined(__ARMCOMPILER_VERSION) +# define COMPILER_ID "ARMClang" + # define COMPILER_VERSION_MAJOR DEC(__ARMCOMPILER_VERSION/1000000) + # define COMPILER_VERSION_MINOR DEC(__ARMCOMPILER_VERSION/10000 % 100) + # define COMPILER_VERSION_PATCH DEC(__ARMCOMPILER_VERSION/100 % 100) +# define COMPILER_VERSION_INTERNAL DEC(__ARMCOMPILER_VERSION) + +#elif defined(__clang__) && defined(__ti__) +# define COMPILER_ID "TIClang" + # define COMPILER_VERSION_MAJOR DEC(__ti_major__) + # define COMPILER_VERSION_MINOR DEC(__ti_minor__) + # define COMPILER_VERSION_PATCH DEC(__ti_patchlevel__) +# define COMPILER_VERSION_INTERNAL DEC(__ti_version__) + +#elif defined(__clang__) +# define COMPILER_ID "Clang" +# if defined(_MSC_VER) +# define SIMULATE_ID "MSVC" +# endif +# define COMPILER_VERSION_MAJOR DEC(__clang_major__) +# define COMPILER_VERSION_MINOR DEC(__clang_minor__) +# define COMPILER_VERSION_PATCH DEC(__clang_patchlevel__) +# if defined(_MSC_VER) + /* _MSC_VER = VVRR */ +# define SIMULATE_VERSION_MAJOR DEC(_MSC_VER / 100) +# define SIMULATE_VERSION_MINOR DEC(_MSC_VER % 100) +# endif + +#elif defined(__LCC__) && (defined(__GNUC__) || defined(__GNUG__) || defined(__MCST__)) +# define COMPILER_ID "LCC" +# define COMPILER_VERSION_MAJOR DEC(__LCC__ / 100) +# define COMPILER_VERSION_MINOR DEC(__LCC__ % 100) +# if defined(__LCC_MINOR__) +# define COMPILER_VERSION_PATCH DEC(__LCC_MINOR__) +# endif +# if defined(__GNUC__) && defined(__GNUC_MINOR__) +# define SIMULATE_ID "GNU" +# define SIMULATE_VERSION_MAJOR DEC(__GNUC__) +# define SIMULATE_VERSION_MINOR DEC(__GNUC_MINOR__) +# if defined(__GNUC_PATCHLEVEL__) +# define SIMULATE_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif +# endif + +#elif defined(__GNUC__) || defined(__GNUG__) +# define COMPILER_ID "GNU" +# if defined(__GNUC__) +# define COMPILER_VERSION_MAJOR DEC(__GNUC__) +# else +# define COMPILER_VERSION_MAJOR DEC(__GNUG__) +# endif +# if defined(__GNUC_MINOR__) +# define COMPILER_VERSION_MINOR DEC(__GNUC_MINOR__) +# endif +# if defined(__GNUC_PATCHLEVEL__) +# define COMPILER_VERSION_PATCH DEC(__GNUC_PATCHLEVEL__) +# endif + +#elif defined(_MSC_VER) +# define COMPILER_ID "MSVC" + /* _MSC_VER = VVRR */ +# define COMPILER_VERSION_MAJOR DEC(_MSC_VER / 100) +# define COMPILER_VERSION_MINOR DEC(_MSC_VER % 100) +# if defined(_MSC_FULL_VER) +# if _MSC_VER >= 1400 + /* _MSC_FULL_VER = VVRRPPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 100000) +# else + /* _MSC_FULL_VER = VVRRPPPP */ +# define COMPILER_VERSION_PATCH DEC(_MSC_FULL_VER % 10000) +# endif +# endif +# if defined(_MSC_BUILD) +# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD) +# endif + +#elif defined(_ADI_COMPILER) +# define COMPILER_ID "ADSP" +#if defined(__VERSIONNUM__) 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COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100)) +# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# endif + + +/* These compilers are either not known or too old to define an + identification macro. Try to identify the platform and guess that + it is the native compiler. */ +#elif defined(__hpux) || defined(__hpua) +# define COMPILER_ID "HP" + +#else /* unknown compiler */ +# define COMPILER_ID "" +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]"; +#ifdef SIMULATE_ID +char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]"; +#endif + +#ifdef __QNXNTO__ +char const* qnxnto = "INFO" ":" "qnxnto[]"; +#endif + +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) +char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]"; +#endif + +#define STRINGIFY_HELPER(X) #X +#define STRINGIFY(X) STRINGIFY_HELPER(X) + +/* Identify known platforms by name. */ +#if defined(__linux) || defined(__linux__) || defined(linux) +# define PLATFORM_ID "Linux" + +#elif defined(__MSYS__) +# define PLATFORM_ID "MSYS" + +#elif defined(__CYGWIN__) +# define PLATFORM_ID "Cygwin" + +#elif defined(__MINGW32__) +# define PLATFORM_ID "MinGW" + +#elif defined(__APPLE__) +# define PLATFORM_ID "Darwin" + +#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32) +# define PLATFORM_ID "Windows" + +#elif defined(__FreeBSD__) || defined(__FreeBSD) +# define PLATFORM_ID "FreeBSD" + +#elif defined(__NetBSD__) || defined(__NetBSD) +# define PLATFORM_ID "NetBSD" + +#elif defined(__OpenBSD__) || defined(__OPENBSD) +# define PLATFORM_ID "OpenBSD" + +#elif defined(__sun) || defined(sun) +# define PLATFORM_ID "SunOS" + +#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__) +# define PLATFORM_ID "AIX" + +#elif defined(__hpux) || defined(__hpux__) +# define PLATFORM_ID "HP-UX" + +#elif defined(__HAIKU__) +# define PLATFORM_ID "Haiku" + +#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS) +# define PLATFORM_ID "BeOS" + +#elif defined(__QNX__) || defined(__QNXNTO__) +# define PLATFORM_ID "QNX" + +#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__) +# define PLATFORM_ID "Tru64" + +#elif defined(__riscos) || defined(__riscos__) +# define PLATFORM_ID "RISCos" + +#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__) +# define PLATFORM_ID "SINIX" + +#elif defined(__UNIX_SV__) +# define PLATFORM_ID "UNIX_SV" + +#elif defined(__bsdos__) +# define PLATFORM_ID "BSDOS" + +#elif defined(_MPRAS) || defined(MPRAS) +# define PLATFORM_ID "MP-RAS" + +#elif defined(__osf) || defined(__osf__) +# define PLATFORM_ID "OSF1" + +#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv) +# define PLATFORM_ID "SCO_SV" + +#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX) +# define PLATFORM_ID "ULTRIX" + +#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX) +# define PLATFORM_ID "Xenix" + +#elif defined(__WATCOMC__) +# if defined(__LINUX__) +# define PLATFORM_ID "Linux" + +# elif defined(__DOS__) +# define PLATFORM_ID "DOS" + +# elif defined(__OS2__) +# define PLATFORM_ID "OS2" + +# elif defined(__WINDOWS__) +# define PLATFORM_ID "Windows3x" + +# elif defined(__VXWORKS__) +# define PLATFORM_ID "VxWorks" + +# else /* unknown platform */ +# define PLATFORM_ID +# endif + +#elif defined(__INTEGRITY) +# if defined(INT_178B) +# define PLATFORM_ID "Integrity178" + +# else /* regular Integrity */ +# define PLATFORM_ID "Integrity" +# endif + +# elif defined(_ADI_COMPILER) +# define PLATFORM_ID "ADSP" + +#else /* unknown platform */ +# define PLATFORM_ID + +#endif + +/* For windows compilers MSVC and Intel we can determine + the architecture of the compiler being used. This is because + the compilers do not have flags that can change the architecture, + but rather depend on which compiler is being used +*/ +#if defined(_WIN32) && defined(_MSC_VER) +# if defined(_M_IA64) +# define ARCHITECTURE_ID "IA64" + +# elif defined(_M_ARM64EC) +# define ARCHITECTURE_ID "ARM64EC" + +# elif defined(_M_X64) || defined(_M_AMD64) +# define ARCHITECTURE_ID "x64" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# elif defined(_M_ARM64) +# define ARCHITECTURE_ID "ARM64" + +# elif defined(_M_ARM) +# if _M_ARM == 4 +# define ARCHITECTURE_ID "ARMV4I" +# elif _M_ARM == 5 +# define ARCHITECTURE_ID "ARMV5I" +# else +# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM) +# endif + +# elif defined(_M_MIPS) +# define ARCHITECTURE_ID "MIPS" + +# elif defined(_M_SH) +# define ARCHITECTURE_ID "SHx" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__WATCOMC__) +# if defined(_M_I86) +# define ARCHITECTURE_ID "I86" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# if defined(__ICCARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__ICCRX__) +# define ARCHITECTURE_ID "RX" + +# elif defined(__ICCRH850__) +# define ARCHITECTURE_ID "RH850" + +# elif defined(__ICCRL78__) +# define ARCHITECTURE_ID "RL78" + +# elif defined(__ICCRISCV__) +# define ARCHITECTURE_ID "RISCV" + +# elif defined(__ICCAVR__) +# define ARCHITECTURE_ID "AVR" + +# elif defined(__ICC430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__ICCV850__) +# define ARCHITECTURE_ID "V850" + +# elif defined(__ICC8051__) +# define ARCHITECTURE_ID "8051" + +# elif defined(__ICCSTM8__) +# define ARCHITECTURE_ID "STM8" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__ghs__) +# if defined(__PPC64__) +# define ARCHITECTURE_ID "PPC64" + +# elif defined(__ppc__) +# define ARCHITECTURE_ID "PPC" + +# elif defined(__ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__x86_64__) +# define ARCHITECTURE_ID "x64" + +# elif defined(__i386__) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__clang__) && defined(__ti__) +# if defined(__ARM_ARCH) +# define ARCHITECTURE_ID "ARM" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__TI_COMPILER_VERSION__) +# if defined(__TI_ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__MSP430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__TMS320C28XX__) +# define ARCHITECTURE_ID "TMS320C28x" + +# elif defined(__TMS320C6X__) || defined(_TMS320C6X) +# define ARCHITECTURE_ID "TMS320C6x" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +# elif defined(__ADSPSHARC__) +# define ARCHITECTURE_ID "SHARC" + +# elif defined(__ADSPBLACKFIN__) +# define ARCHITECTURE_ID "Blackfin" + +#elif defined(__TASKING__) + +# if defined(__CTC__) || defined(__CPTC__) +# define ARCHITECTURE_ID "TriCore" + +# elif defined(__CMCS__) +# define ARCHITECTURE_ID "MCS" + +# elif defined(__CARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__CARC__) +# define ARCHITECTURE_ID "ARC" + +# elif defined(__C51__) +# define ARCHITECTURE_ID "8051" + +# elif defined(__CPCP__) +# define ARCHITECTURE_ID "PCP" + +# else +# define ARCHITECTURE_ID "" +# endif + +#else +# define ARCHITECTURE_ID +#endif + +/* Convert integer to decimal digit literals. */ +#define DEC(n) \ + ('0' + (((n) / 10000000)%10)), \ + ('0' + (((n) / 1000000)%10)), \ + ('0' + (((n) / 100000)%10)), \ + ('0' + (((n) / 10000)%10)), \ + ('0' + (((n) / 1000)%10)), \ + ('0' + (((n) / 100)%10)), \ + ('0' + (((n) / 10)%10)), \ + ('0' + ((n) % 10)) + +/* Convert integer to hex digit literals. */ +#define HEX(n) \ + ('0' + ((n)>>28 & 0xF)), \ + ('0' + ((n)>>24 & 0xF)), \ + ('0' + ((n)>>20 & 0xF)), \ + ('0' + ((n)>>16 & 0xF)), \ + ('0' + ((n)>>12 & 0xF)), \ + ('0' + ((n)>>8 & 0xF)), \ + ('0' + ((n)>>4 & 0xF)), \ + ('0' + ((n) & 0xF)) + +/* Construct a string literal encoding the version number. */ +#ifdef COMPILER_VERSION +char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]"; + +/* Construct a string literal encoding the version number components. */ +#elif defined(COMPILER_VERSION_MAJOR) +char const info_version[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[', + COMPILER_VERSION_MAJOR, +# ifdef COMPILER_VERSION_MINOR + '.', COMPILER_VERSION_MINOR, +# ifdef COMPILER_VERSION_PATCH + '.', COMPILER_VERSION_PATCH, +# ifdef COMPILER_VERSION_TWEAK + '.', COMPILER_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct a string literal encoding the internal version number. */ +#ifdef COMPILER_VERSION_INTERNAL +char const info_version_internal[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_', + 'i','n','t','e','r','n','a','l','[', + COMPILER_VERSION_INTERNAL,']','\0'}; +#elif defined(COMPILER_VERSION_INTERNAL_STR) +char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]"; +#endif + +/* Construct a string literal encoding the version number components. */ +#ifdef SIMULATE_VERSION_MAJOR +char const info_simulate_version[] = { + 'I', 'N', 'F', 'O', ':', + 's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[', + SIMULATE_VERSION_MAJOR, +# ifdef SIMULATE_VERSION_MINOR + '.', SIMULATE_VERSION_MINOR, +# ifdef SIMULATE_VERSION_PATCH + '.', SIMULATE_VERSION_PATCH, +# ifdef SIMULATE_VERSION_TWEAK + '.', SIMULATE_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]"; +char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]"; + + + +#define CXX_STD_98 199711L +#define CXX_STD_11 201103L +#define CXX_STD_14 201402L +#define CXX_STD_17 201703L +#define CXX_STD_20 202002L +#define CXX_STD_23 202302L + +#if defined(__INTEL_COMPILER) && defined(_MSVC_LANG) +# if _MSVC_LANG > CXX_STD_17 +# define CXX_STD _MSVC_LANG +# elif _MSVC_LANG == CXX_STD_17 && defined(__cpp_aggregate_paren_init) +# define CXX_STD CXX_STD_20 +# elif _MSVC_LANG > CXX_STD_14 && __cplusplus > CXX_STD_17 +# define CXX_STD CXX_STD_20 +# elif _MSVC_LANG > CXX_STD_14 +# define CXX_STD CXX_STD_17 +# elif defined(__INTEL_CXX11_MODE__) && defined(__cpp_aggregate_nsdmi) +# define CXX_STD CXX_STD_14 +# elif defined(__INTEL_CXX11_MODE__) +# define 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b/_codeql_build_dir/test_lsystem new file mode 100755 index 0000000..3b4c661 Binary files /dev/null and b/_codeql_build_dir/test_lsystem differ diff --git a/_codeql_build_dir/test_treerenderer b/_codeql_build_dir/test_treerenderer new file mode 100755 index 0000000..a53390a Binary files /dev/null and b/_codeql_build_dir/test_treerenderer differ diff --git a/_codeql_detected_source_root b/_codeql_detected_source_root new file mode 120000 index 0000000..945c9b4 --- /dev/null +++ b/_codeql_detected_source_root @@ -0,0 +1 @@ +. \ No newline at end of file diff --git a/engine/nature/LSystem.cpp b/engine/nature/LSystem.cpp new file mode 100644 index 0000000..12a7959 --- /dev/null +++ b/engine/nature/LSystem.cpp @@ -0,0 +1,137 @@ +#include "LSystem.h" + +#include +#include + +namespace NRE { + +// --------------------------------------------------------------------------- +// Construction / species loading +// --------------------------------------------------------------------------- + +LSystem::LSystem(TreeSpecies species) +{ + loadSpecies(species); +} + +void LSystem::loadSpecies(TreeSpecies species) +{ + m_rules.clear(); + switch (species) { + case TreeSpecies::Oak: loadOak(); break; + case TreeSpecies::Pine: loadPine(); break; + case TreeSpecies::Willow: loadWillow(); break; + case TreeSpecies::Custom: /* leave axiom/rules to caller */ break; + } +} + +void LSystem::loadOak() +{ + // Classic stochastic branching for a broad deciduous canopy. + m_current = "X"; + m_params.iterations = 5; + m_params.segmentLen = 1.2f; + m_params.segmentScale = 0.82f; + m_params.angle = 25.7f; + m_params.initialRadius = 0.18f; + m_params.radiusScale = 0.72f; + + m_rules['X'] = "F+[[X]-X]-F[-FX]+X"; + m_rules['F'] = "FF"; +} + +void LSystem::loadPine() +{ + // Conical evergreen with tight upward branching. + m_current = "A"; + m_params.iterations = 6; + m_params.segmentLen = 1.0f; + m_params.segmentScale = 0.90f; + m_params.angle = 22.5f; + m_params.initialRadius = 0.14f; + m_params.radiusScale = 0.78f; + + m_rules['A'] = "F[+AL][-AL]FA"; + m_rules['F'] = "FF"; + m_rules['L'] = "L"; // leaf marker — kept for turtle interpretation +} + +void LSystem::loadWillow() +{ + // Drooping, weeping form. + m_current = "F"; + m_params.iterations = 4; + m_params.segmentLen = 1.5f; + m_params.segmentScale = 0.88f; + m_params.angle = 35.0f; + m_params.initialRadius = 0.20f; + m_params.radiusScale = 0.70f; + + m_rules['F'] = "FF-[-F+F+F]+[+F-F-F]"; +} + +// --------------------------------------------------------------------------- +// Manual configuration +// --------------------------------------------------------------------------- + +void LSystem::setAxiom(const std::string& axiom) +{ + m_current = axiom; +} + +void LSystem::addRule(char predecessor, const std::string& successor) +{ + m_rules[predecessor] = successor; +} + +void LSystem::clearRules() +{ + m_rules.clear(); +} + +// --------------------------------------------------------------------------- +// Rewriting +// --------------------------------------------------------------------------- + +std::string LSystem::applyRules(const std::string& input) const +{ + std::string result; + result.reserve(input.size() * 4); + for (char c : input) { + auto it = m_rules.find(c); + if (it != m_rules.end()) { + result += it->second; + } else { + result += c; + } + } + return result; +} + +void LSystem::iterate(int steps) +{ + for (int i = 0; i < steps; ++i) { + m_current = applyRules(m_current); + } +} + +// --------------------------------------------------------------------------- +// Accessors +// --------------------------------------------------------------------------- + +const std::string& LSystem::getString() const +{ + return m_current; +} + +const LSystemParams& LSystem::getParams() const +{ + return m_params; +} + +LSystemParams& LSystem::getParams() +{ + return m_params; +} + +} // namespace NRE diff --git a/engine/nature/LSystem.h b/engine/nature/LSystem.h new file mode 100644 index 0000000..04101ed --- /dev/null +++ b/engine/nature/LSystem.h @@ -0,0 +1,79 @@ +#pragma once + +#include +#include +#include + +namespace NRE { + +/// A single L-system production rule: predecessor symbol → successor string. +struct LSystemRule { + char predecessor; + std::string successor; +}; + +/// Parameters that control L-system tree shape. +struct LSystemParams { + int iterations = 4; ///< Number of rewriting steps + float segmentLen = 1.0f; ///< Length of each 'F' forward step (world units) + float segmentScale = 0.85f; ///< Scale factor applied per level + float angle = 25.7f; ///< Default branching angle (degrees) + float initialRadius= 0.15f; ///< Trunk radius (world units) + float radiusScale = 0.75f; ///< Radius reduction per depth level +}; + +/// Predefined species presets. +enum class TreeSpecies { + Oak, + Pine, + Willow, + Custom +}; + +/** + * @brief Lindenmayer-system string rewriter. + * + * Stores an axiom, a set of production rules, and supports + * iterative application of those rules to produce the final + * L-system string used by TreeRenderer for geometry generation. + */ +class LSystem { +public: + explicit LSystem(TreeSpecies species = TreeSpecies::Oak); + + /// Replace all rules and axiom with the given preset. + void loadSpecies(TreeSpecies species); + + /// Set a custom axiom string. + void setAxiom(const std::string& axiom); + + /// Add or replace a production rule. + void addRule(char predecessor, const std::string& successor); + + /// Remove all production rules. + void clearRules(); + + /// Run @p steps iterations of rewriting starting from the axiom. + void iterate(int steps); + + /// Return the current (possibly post-iteration) L-system string. + const std::string& getString() const; + + /// Return the parameters used by this L-system. + const LSystemParams& getParams() const; + + /// Modify the parameters. + LSystemParams& getParams(); + +private: + std::string m_current; + std::unordered_map m_rules; + LSystemParams m_params; + + std::string applyRules(const std::string& input) const; + void loadOak(); + void loadPine(); + void loadWillow(); +}; + +} // namespace NRE diff --git a/engine/nature/Mesh.h b/engine/nature/Mesh.h new file mode 100644 index 0000000..1080150 --- /dev/null +++ b/engine/nature/Mesh.h @@ -0,0 +1,82 @@ +#pragma once + +#include +#include + +namespace NRE { + +/// 3-component float vector used throughout the engine. +struct Vec3 { + float x = 0.0f, y = 0.0f, z = 0.0f; + + Vec3 operator+(const Vec3& o) const { return {x+o.x, y+o.y, z+o.z}; } + Vec3 operator-(const Vec3& o) const { return {x-o.x, y-o.y, z-o.z}; } + Vec3 operator*(float s) const { return {x*s, y*s, z*s}; } + Vec3& operator+=(const Vec3& o){ x+=o.x; y+=o.y; z+=o.z; return *this; } +}; + +/// 4-component color (RGBA, each in [0,1]). +struct Color4 { + float r = 1.0f, g = 1.0f, b = 1.0f, a = 1.0f; +}; + +/// A single mesh vertex with position, normal, UV, and color. +struct Vertex { + Vec3 position; + Vec3 normal; + float u = 0.0f, v = 0.0f; + Color4 color; +}; + +/// A triangle index triple. +struct Triangle { + uint32_t i0, i1, i2; +}; + +/** + * @brief Represents a section of a tree branch as a tapered cylinder. + * + * Stores origin, direction, radii at both ends, depth, and a precomputed + * index into the vertex/index arrays after mesh generation. + */ +struct BranchSegment { + Vec3 start; ///< Start position in world space + Vec3 end; ///< End position in world space + float radiusStart; ///< Cylinder radius at start + float radiusEnd; ///< Cylinder radius at end + int depth; ///< Branching depth (0 = trunk) + bool isLeaf = false; ///< True when this segment bears leaf geometry + uint32_t meshBaseVertex = 0; ///< First vertex index in Mesh::vertices +}; + +/** + * @brief Simple leaf quad attached to a branch tip. + */ +struct LeafQuad { + Vec3 center; ///< Center position + Vec3 normal; ///< Facing direction + float size; ///< Half-extent + Color4 color; ///< Seasonal color tint +}; + +/** + * @brief Triangle mesh produced by TreeRenderer. + * + * Vertices and triangles are indexed so the same buffer can be uploaded + * directly to a GPU (Vulkan VkBuffer, OpenGL VBO, etc.). + */ +struct Mesh { + std::vector vertices; + std::vector triangles; + std::vector branches; ///< Source branch data (for physics) + std::vector leaves; + + void clear() { + vertices.clear(); + triangles.clear(); + branches.clear(); + leaves.clear(); + } +}; + +} // namespace NRE diff --git a/engine/nature/TreeRenderer.cpp b/engine/nature/TreeRenderer.cpp new file mode 100644 index 0000000..1281dee --- /dev/null +++ b/engine/nature/TreeRenderer.cpp @@ -0,0 +1,553 @@ +#include "TreeRenderer.h" + +#include +#include +#include +#include + +// We use M_PI if available, otherwise define it. +#ifndef M_PI +# define M_PI 3.14159265358979323846 +#endif + +namespace NRE { + +// --------------------------------------------------------------------------- +// Helper math +// --------------------------------------------------------------------------- + +Vec3 TreeRenderer::cross(const Vec3& a, const Vec3& 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 }; +} + +float TreeRenderer::dot(const Vec3& a, const Vec3& b) +{ + return a.x*b.x + a.y*b.y + a.z*b.z; +} + +float TreeRenderer::length(const Vec3& v) +{ + return std::sqrt(dot(v, v)); +} + +Vec3 TreeRenderer::normalise(const Vec3& v) +{ + float len = length(v); + if (len < 1e-6f) return {0.0f, 1.0f, 0.0f}; + return v * (1.0f / len); +} + +// --------------------------------------------------------------------------- +// Construction +// --------------------------------------------------------------------------- + +TreeRenderer::TreeRenderer() +{ + m_lsystem.loadSpecies(TreeSpecies::Oak); +} + +// --------------------------------------------------------------------------- +// Configuration +// --------------------------------------------------------------------------- + +void TreeRenderer::setSpecies(TreeSpecies species) +{ + m_lsystem.loadSpecies(species); + m_gpuDirty = true; +} + +void TreeRenderer::setLSystem(const LSystem& lsystem) +{ + m_lsystem = lsystem; + m_gpuDirty = true; +} + +void TreeRenderer::setPosition(const Vec3& pos) +{ + m_position = pos; +} + +void TreeRenderer::attachRenderer(IRenderer* renderer) +{ + m_renderer = renderer; +} + +// --------------------------------------------------------------------------- +// Core pipeline: generate() +// --------------------------------------------------------------------------- + +void TreeRenderer::generate() +{ + // 1. Run L-system rewriting. + const LSystemParams& p = m_lsystem.getParams(); + + // Reset to axiom by reloading (iterate builds from the current string, so + // we need a fresh start each call). + LSystem fresh = m_lsystem; + // The LSystem already holds the axiom as the pre-iterate string. + // We created `fresh` as a copy — now iterate it. + fresh.iterate(p.iterations); + + // 2. Interpret L-system string into BranchSegments. + // Store the iterated string back for reference. + m_lsystem = fresh; // keep the iterated form so getMesh is consistent. + + interpretLSystem(); + + // 3. Build triangle mesh. + buildMesh(); + + // 4. Apply seasonal colours. + applySeasonalColors(); + + // Initialise per-segment wind state. + size_t n = m_mesh.branches.size(); + m_windDisplacement.assign(n, {0.0f, 0.0f, 0.0f}); + m_windVelocity .assign(n, {0.0f, 0.0f, 0.0f}); + + m_gpuDirty = true; +} + +// --------------------------------------------------------------------------- +// Turtle interpreter +// --------------------------------------------------------------------------- + +namespace { + +/// 3-D turtle state used during L-system interpretation. +struct TurtleState { + Vec3 pos = {0.0f, 0.0f, 0.0f}; + Vec3 heading = {0.0f, 1.0f, 0.0f}; // +Y = up + Vec3 left = {-1.0f, 0.0f, 0.0f}; + Vec3 up = {0.0f, 0.0f, 1.0f}; + float radius = 0.15f; + float segLen = 1.0f; + int depth = 0; +}; + +/// Rotate vector `v` around unit axis `axis` by `angleDeg` degrees. +Vec3 rotateAround(const Vec3& v, const Vec3& axis, float angleDeg) +{ + float rad = static_cast(angleDeg * M_PI / 180.0); + float c = std::cos(rad), s = std::sin(rad); + // Rodrigues' rotation formula + float dp = v.x*axis.x + v.y*axis.y + v.z*axis.z; + Vec3 crossed = { v.y*axis.z - v.z*axis.y, + v.z*axis.x - v.x*axis.z, + v.x*axis.y - v.y*axis.x }; + return { v.x*c + crossed.x*s + axis.x*dp*(1.0f-c), + v.y*c + crossed.y*s + axis.y*dp*(1.0f-c), + v.z*c + crossed.z*s + axis.z*dp*(1.0f-c) }; +} + +} // anonymous namespace + +void TreeRenderer::interpretLSystem() +{ + m_mesh.branches.clear(); + m_mesh.leaves.clear(); + + const LSystemParams& p = m_lsystem.getParams(); + const std::string& s = m_lsystem.getString(); + + float angle = p.angle; + + TurtleState cur; + cur.radius = p.initialRadius; + cur.segLen = p.segmentLen; + cur.pos = m_position; + + std::stack stateStack; + + for (char c : s) { + switch (c) { + case 'F': + case 'A': + { + Vec3 newPos = cur.pos + cur.heading * cur.segLen; + BranchSegment seg; + seg.start = cur.pos; + seg.end = newPos; + seg.radiusStart = cur.radius; + seg.radiusEnd = cur.radius * p.radiusScale; + seg.depth = cur.depth; + seg.isLeaf = false; + m_mesh.branches.push_back(seg); + cur.pos = newPos; + // Taper radius slightly as we move forward. + cur.radius *= p.radiusScale; + // Scale segment length with depth. + cur.segLen *= p.segmentScale; + break; + } + case 'L': + { + // Leaf marker — emit a leaf quad at the current position. + LeafQuad lq; + lq.center = cur.pos; + lq.normal = cur.up; + lq.size = cur.segLen * 0.5f; + lq.color = {0.2f, 0.7f, 0.1f, 1.0f}; // overwritten by applySeasonalColors + m_mesh.leaves.push_back(lq); + break; + } + case '+': // Turn left (around up axis) + cur.heading = rotateAround(cur.heading, cur.up, angle); + cur.left = rotateAround(cur.left, cur.up, angle); + break; + case '-': // Turn right + cur.heading = rotateAround(cur.heading, cur.up, -angle); + cur.left = rotateAround(cur.left, cur.up, -angle); + break; + case '^': // Pitch up (around left axis) + cur.heading = rotateAround(cur.heading, cur.left, angle); + cur.up = rotateAround(cur.up, cur.left, angle); + break; + case '&': // Pitch down + cur.heading = rotateAround(cur.heading, cur.left, -angle); + cur.up = rotateAround(cur.up, cur.left, -angle); + break; + case '\\': // Roll left (around heading axis) + cur.left = rotateAround(cur.left, cur.heading, angle); + cur.up = rotateAround(cur.up, cur.heading, angle); + break; + case '/': // Roll right + cur.left = rotateAround(cur.left, cur.heading, -angle); + cur.up = rotateAround(cur.up, cur.heading, -angle); + break; + case '[': // Push state + stateStack.push(cur); + cur.depth++; + break; + case ']': // Pop state — emit leaf at branch tip if thin + { + bool wasThin = (cur.radius < p.initialRadius * 0.15f); + cur = stateStack.top(); + stateStack.pop(); + if (wasThin) { + LeafQuad lq; + lq.center = cur.pos; + lq.normal = cur.heading; + lq.size = cur.segLen * 0.6f; + lq.color = {0.2f, 0.7f, 0.1f, 1.0f}; + m_mesh.leaves.push_back(lq); + } + break; + } + case '!': // Decrement radius + cur.radius *= 0.9f; + break; + default: + break; // Unknown symbols are silently skipped. + } + } +} + +// --------------------------------------------------------------------------- +// Mesh construction +// --------------------------------------------------------------------------- + +void TreeRenderer::buildMesh() +{ + m_mesh.vertices.clear(); + m_mesh.triangles.clear(); + + const Color4 bark = barkColor(); + + for (auto& seg : m_mesh.branches) { + seg.meshBaseVertex = static_cast(m_mesh.vertices.size()); + int radialSlices = (seg.radiusStart > 0.05f) ? 8 : 5; + addCylinder(seg.start, seg.end, + seg.radiusStart, seg.radiusEnd, + 0, radialSlices, bark); + } + + const Color4 leaf = leafColor(); + for (const auto& lq : m_mesh.leaves) { + addLeaf(lq.center, lq.normal, lq.size, leaf); + } +} + +void TreeRenderer::addCylinder(const Vec3& start, const Vec3& end, + float r0, float r1, + int /*rings*/, int segments, + const Color4& color) +{ + Vec3 axis = normalise(end - start); + float len = length(end - start); + if (len < 1e-6f) return; + + // Build an orthonormal frame around `axis`. + Vec3 ref = (std::abs(axis.y) < 0.9f) ? Vec3{0,1,0} : Vec3{1,0,0}; + Vec3 perp1 = normalise(cross(axis, ref)); + Vec3 perp2 = cross(axis, perp1); + + int radialSlices = segments; + float dTheta = static_cast(2.0 * M_PI / radialSlices); + + // Two rings: bottom (start) and top (end). + for (int ring = 0; ring <= 1; ++ring) { + Vec3 center = (ring == 0) ? start : end; + float radius = (ring == 0) ? r0 : r1; + float v_coord = static_cast(ring); + + for (int i = 0; i < radialSlices; ++i) { + float theta = i * dTheta; + float cosT = std::cos(theta); + float sinT = std::sin(theta); + Vec3 offset = perp1 * (cosT * radius) + perp2 * (sinT * radius); + Vec3 pos = center + offset; + Vec3 nrm = normalise(offset); + + Vertex vtx; + vtx.position = pos; + vtx.normal = nrm; + vtx.u = static_cast(i) / radialSlices; + vtx.v = v_coord; + vtx.color = color; + m_mesh.vertices.push_back(vtx); + } + } + + // Stitch into triangles. + uint32_t base = static_cast(m_mesh.vertices.size()) - 2 * radialSlices; + for (int i = 0; i < radialSlices; ++i) { + int next = (i + 1) % radialSlices; + uint32_t b0 = base + i; + uint32_t b1 = base + next; + uint32_t t0 = base + radialSlices + i; + uint32_t t1 = base + radialSlices + next; + m_mesh.triangles.push_back({b0, t0, b1}); + m_mesh.triangles.push_back({b1, t0, t1}); + } +} + +void TreeRenderer::addLeaf(const Vec3& tip, const Vec3& normal, float size, + const Color4& color) +{ + // Build two orthogonal axes in the leaf plane. + Vec3 nrm = normalise(normal); + Vec3 ref = (std::abs(nrm.y) < 0.9f) ? Vec3{0,1,0} : Vec3{1,0,0}; + Vec3 t = normalise(cross(nrm, ref)); + Vec3 b = cross(nrm, t); + + // Four vertices of the leaf quad. + uint32_t base = static_cast(m_mesh.vertices.size()); + const Vec3 corners[4] = { + tip + t * (-size) + b * (-size), + tip + t * ( size) + b * (-size), + tip + t * ( size) + b * ( size), + tip + t * (-size) + b * ( size), + }; + const float us[4] = {0,1,1,0}; + const float vs[4] = {0,0,1,1}; + + for (int i = 0; i < 4; ++i) { + Vertex v; + v.position = corners[i]; + v.normal = nrm; + v.u = us[i]; + v.v = vs[i]; + v.color = color; + m_mesh.vertices.push_back(v); + } + m_mesh.triangles.push_back({base+0, base+1, base+2}); + m_mesh.triangles.push_back({base+0, base+2, base+3}); +} + +// --------------------------------------------------------------------------- +// Seasonal colours +// --------------------------------------------------------------------------- + +Color4 TreeRenderer::leafColor() const +{ + switch (m_season) { + case Season::Spring: return {0.45f, 0.85f, 0.30f, 1.0f}; // bright green + case Season::Summer: return {0.13f, 0.55f, 0.13f, 1.0f}; // deep green + case Season::Autumn: return {0.80f, 0.40f, 0.05f, 1.0f}; // orange/red + case Season::Winter: return {0.50f, 0.50f, 0.50f, 0.0f}; // no leaves (alpha=0) + } + return {0.2f, 0.6f, 0.2f, 1.0f}; +} + +Color4 TreeRenderer::barkColor() const +{ + switch (m_season) { + case Season::Spring: return {0.45f, 0.32f, 0.20f, 1.0f}; + case Season::Summer: return {0.38f, 0.26f, 0.16f, 1.0f}; + case Season::Autumn: return {0.42f, 0.30f, 0.18f, 1.0f}; + case Season::Winter: return {0.30f, 0.22f, 0.14f, 1.0f}; // darker, wet bark + } + return {0.40f, 0.28f, 0.18f, 1.0f}; +} + +void TreeRenderer::applySeasonalColors() +{ + Color4 lc = leafColor(); + Color4 bc = barkColor(); + + // Leaf quads are always appended after branch vertices. + // Most robust split: total vertices - 4 * leaves.size() + size_t firstLeafVtx = m_mesh.vertices.size() - m_mesh.leaves.size() * 4; + + for (size_t i = 0; i < m_mesh.vertices.size(); ++i) { + m_mesh.vertices[i].color = (i >= firstLeafVtx) ? lc : bc; + } + + for (auto& lq : m_mesh.leaves) { + lq.color = lc; + } +} + +// --------------------------------------------------------------------------- +// Render +// --------------------------------------------------------------------------- + +void TreeRenderer::buildTransform(float out[16]) const +{ + // Column-major identity with translation from m_position. + std::memset(out, 0, 16 * sizeof(float)); + out[0] = 1.0f; + out[5] = 1.0f; + out[10] = 1.0f; + out[15] = 1.0f; + out[12] = m_position.x; + out[13] = m_position.y; + out[14] = m_position.z; +} + +void TreeRenderer::render() +{ + if (!m_renderer) return; + + float transform[16]; + buildTransform(transform); + + if (m_gpuDirty) { + m_gpuBuffer = m_renderer->uploadMesh(m_mesh); + m_gpuDirty = false; + } else if (!m_windDisplacement.empty()) { + // Only re-upload if wind displaced vertices. + m_renderer->updateBuffer(m_gpuBuffer, m_mesh); + } + + m_renderer->submitMesh(m_mesh, transform); +} + +// --------------------------------------------------------------------------- +// Wind physics +// --------------------------------------------------------------------------- + +void TreeRenderer::setWindParams(const WindParams& params) +{ + m_windParams = params; +} + +void TreeRenderer::applyWind(float dt) +{ + if (m_mesh.branches.empty()) return; + + m_windPhase += m_windParams.frequency * dt * static_cast(2.0 * M_PI); + + const float baseForce = m_windParams.strength; + Vec3 windDir = m_windParams.direction; + + // Ensure wind displacement vector matches branch count. + size_t n = m_mesh.branches.size(); + if (m_windDisplacement.size() != n) { + m_windDisplacement.assign(n, {0,0,0}); + m_windVelocity .assign(n, {0,0,0}); + } + + for (size_t i = 0; i < n; ++i) { + BranchSegment& seg = m_mesh.branches[i]; + + // Thinner branches (higher depth) sway more. + float stiffness = seg.radiusStart * 80.0f; // spring constant + float mass = seg.radiusStart * seg.radiusStart; // proportional mass + + // Sinusoidal driving force with a small random-ish gust term. + float gust = 1.0f + m_windParams.gustiness * + std::sin(m_windPhase * 3.7f + static_cast(i) * 0.13f); + float fMag = baseForce * gust * std::sin(m_windPhase + static_cast(i) * 0.05f); + + Vec3 force = windDir * fMag; + + // Spring-damper integration (Euler). + Vec3& disp = m_windDisplacement[i]; + Vec3& vel = m_windVelocity[i]; + + Vec3 spring = disp * (-stiffness); + Vec3 accel = (force + spring) * (1.0f / (mass + 1e-6f)); + + vel += accel * dt; + vel.x *= m_windParams.damping; + vel.y *= m_windParams.damping; + vel.z *= m_windParams.damping; + disp += vel * dt; + + // Apply displacement to the end vertices of this segment. + // meshBaseVertex points to the start ring; end ring follows. + // Each cylinder has 2 * radialSlices vertices; we displace the + // top ring (indices meshBaseVertex + radialSlices .. +2*radialSlices-1). + uint32_t base = seg.meshBaseVertex; + // Determine how many vertices belong to this segment by checking the + // base of the *next* segment (or end of branch vertices). + uint32_t nextBase = (i + 1 < n) ? m_mesh.branches[i+1].meshBaseVertex + : static_cast( + m_mesh.vertices.size() - + m_mesh.leaves.size() * 4); + uint32_t total = nextBase - base; + uint32_t half = total / 2; + + for (uint32_t v = base + half; v < base + total; ++v) { + if (v >= m_mesh.vertices.size()) break; + m_mesh.vertices[v].position.x += disp.x; + m_mesh.vertices[v].position.y += disp.y; + m_mesh.vertices[v].position.z += disp.z; + } + } + + m_gpuDirty = true; +} + +// --------------------------------------------------------------------------- +// Growth simulation +// --------------------------------------------------------------------------- + +void TreeRenderer::grow(float dt) +{ + m_growthAge += dt; + + // Very slow growth: scale radii and segment lengths by a tiny amount. + float growthFactor = 1.0f + 0.001f * dt; // 0.1% per second of game time + + LSystemParams& p = m_lsystem.getParams(); + p.segmentLen *= growthFactor; + p.initialRadius *= growthFactor; + + // Rebuild mesh to reflect new dimensions. + interpretLSystem(); + buildMesh(); + applySeasonalColors(); + m_gpuDirty = true; +} + +// --------------------------------------------------------------------------- +// Seasonal changes +// --------------------------------------------------------------------------- + +void TreeRenderer::setSeason(Season season) +{ + m_season = season; + + if (!m_mesh.vertices.empty()) { + applySeasonalColors(); + m_gpuDirty = true; + } +} + +} // namespace NRE diff --git a/engine/nature/TreeRenderer.h b/engine/nature/TreeRenderer.h new file mode 100644 index 0000000..31510db --- /dev/null +++ b/engine/nature/TreeRenderer.h @@ -0,0 +1,202 @@ +#pragma once + +#include "LSystem.h" +#include "Mesh.h" +#include "../renderer/Renderer.h" + +#include +#include +#include + +namespace NRE { + +/// Season identifiers for foliage appearance. +enum class Season { + Spring, + Summer, + Autumn, + Winter +}; + +/// Wind parameters exposed for runtime tweaking. +struct WindParams { + float strength = 1.0f; ///< Overall wind force scale + float frequency = 0.5f; ///< Base oscillation frequency (Hz) + Vec3 direction = {1.0f, 0.0f, 0.0f}; ///< Dominant wind direction (normalised) + float gustiness = 0.3f; ///< Amplitude of random gusts (0–1) + float damping = 0.85f; ///< Per-frame velocity damping coefficient +}; + +/** + * @brief Full-featured procedural tree renderer for the Nature Reality Engine. + * + * ## Usage + * @code + * NRE::TreeRenderer tree; + * tree.setSpecies(NRE::TreeSpecies::Oak); + * tree.setSeason(NRE::Season::Summer); + * tree.generate(); // L-system + mesh build + * tree.attachRenderer(&myVulkanRenderer); + * tree.render(); // Upload + draw + * + * // Per-frame update + * tree.applyWind(deltaTime); + * tree.grow(deltaTime); + * @endcode + */ +class TreeRenderer { +public: + TreeRenderer(); + ~TreeRenderer() = default; + + // ── Configuration ───────────────────────────────────────────────────── + + /// Choose a predefined tree species (resets L-system rules). + void setSpecies(TreeSpecies species); + + /// Directly inject a custom L-system for fine-grained control. + void setLSystem(const LSystem& lsystem); + + /// Set the tree's base position in world space. + void setPosition(const Vec3& pos); + + /// Attach an IRenderer implementation; does not take ownership. + void attachRenderer(IRenderer* renderer); + + // ── Core pipeline ───────────────────────────────────────────────────── + + /** + * @brief Run the full generation pipeline. + * + * Steps performed: + * 1. Iterate L-system for the configured number of steps. + * 2. Interpret the resulting string with a 3-D turtle to produce + * BranchSegment data. + * 3. Tessellate each segment into cylinder mesh geometry. + * 4. Generate leaf quads at branch tips. + * 5. Apply seasonal colour tints. + */ + void generate(); + + /** + * @brief Submit the current mesh to the attached IRenderer. + * + * Uploads the mesh on the first call; subsequent calls update only + * the vertices that were displaced by wind physics. + */ + void render(); + + // ── Dynamics ────────────────────────────────────────────────────────── + + /** + * @brief Advance wind-physics simulation by @p dt seconds. + * + * Each branch segment is treated as a damped harmonic oscillator + * driven by a sinusoidal wind force. Tip segments receive more + * displacement than trunk segments (proportional to 1/radius). + */ + void applyWind(float dt); + + /// Configure wind parameters. + void setWindParams(const WindParams& params); + + /** + * @brief Simulate growth by @p dt seconds of in-game time. + * + * Scales branch radii and segment lengths slightly, then rebuilds + * the mesh. Designed for slow time-lapse growth sequences. + */ + void grow(float dt); + + // ── Seasonal system ─────────────────────────────────────────────────── + + /** + * @brief Switch the active season. + * + * Changes leaf colours, leaf density, and ambient light colour + * passed to the attached renderer. + * Triggers a lightweight mesh rebuild (colours only, no topology change). + */ + void setSeason(Season season); + + Season getSeason() const { return m_season; } + + // ── Accessors ───────────────────────────────────────────────────────── + + const Mesh& getMesh() const { return m_mesh; } + const LSystem& getLSystem() const { return m_lsystem; } + + /// Total number of branch segments in the current mesh. + size_t getBranchCount() const { return m_mesh.branches.size(); } + + /// Total number of leaf quads in the current mesh. + size_t getLeafCount() const { return m_mesh.leaves.size(); } + + /// Total vertex count. + size_t getVertexCount() const { return m_mesh.vertices.size(); } + + /// Total triangle count. + size_t getTriangleCount()const { return m_mesh.triangles.size(); } + +private: + // ── Internal state ──────────────────────────────────────────────────── + LSystem m_lsystem; + Mesh m_mesh; + Vec3 m_position = {0.0f, 0.0f, 0.0f}; + Season m_season = Season::Summer; + WindParams m_windParams; + IRenderer* m_renderer = nullptr; + BufferHandle m_gpuBuffer = {}; + bool m_gpuDirty = true; + + float m_growthAge = 0.0f; ///< Accumulated growth time (seconds) + float m_windPhase = 0.0f; ///< Current oscillation phase (radians) + + // Per-segment wind displacement (same size as m_mesh.branches) + std::vector m_windDisplacement; + std::vector m_windVelocity; + + // ── Private helpers ─────────────────────────────────────────────────── + + /// Turtle-interpret the L-system string into BranchSegment list. + void interpretLSystem(); + + /// Tessellate BranchSegment data into Mesh vertices/triangles. + void buildMesh(); + + /// Add a tapered cylinder between two points with @p rings rings. + void addCylinder(const Vec3& start, const Vec3& end, + float r0, float r1, + int rings, int segments, + const Color4& color); + + /// Add a leaf quad at a branch tip. + void addLeaf(const Vec3& tip, const Vec3& normal, float size, + const Color4& color); + + /// Recolour all vertices according to the current season (no topology change). + void applySeasonalColors(); + + /// Return the seasonal leaf colour for the current season. + Color4 leafColor() const; + + /// Return the seasonal bark colour. + Color4 barkColor() const; + + /// Build a column-major identity 4×4 float matrix with translation. + void buildTransform(float out[16]) const; + + /// Cross product of two Vec3. + static Vec3 cross(const Vec3& a, const Vec3& b); + + /// Dot product. + static float dot(const Vec3& a, const Vec3& b); + + /// Euclidean length. + static float length(const Vec3& v); + + /// Normalise; returns zero vector if length < eps. + static Vec3 normalise(const Vec3& v); +}; + +} // namespace NRE diff --git a/engine/nature/VegetationSystem.h b/engine/nature/VegetationSystem.h new file mode 100644 index 0000000..9a8eba9 --- /dev/null +++ b/engine/nature/VegetationSystem.h @@ -0,0 +1,54 @@ +#pragma once + +#include "Mesh.h" +#include "../renderer/Renderer.h" + +#include + +namespace NRE { + +/// Controls grass / undergrowth density. +enum class VegetationDensity { + Sparse, + Normal, + Dense +}; + +/** + * @brief Procedural vegetation (grass, shrubs, flowers) system. + * + * Scatters instanced blade geometry across a terrain patch, using + * wind-driven vertex shader animation for performance. + */ +class VegetationSystem { +public: + VegetationSystem() = default; + + void setDensity(VegetationDensity d) { m_density = d; } + void setTerrainSize(float sizeX, float sizeZ) { + m_sizeX = sizeX; m_sizeZ = sizeZ; + } + void attachRenderer(IRenderer* r) { m_renderer = r; } + + /// Scatter vegetation instances across the terrain area. + void generate(); + + /// Per-frame update (wind sway, culling). + void update(float dt); + + /// Submit all visible vegetation for rendering. + void render(); + + size_t getInstanceCount() const { return m_instanceCount; } + +private: + VegetationDensity m_density = VegetationDensity::Normal; + float m_sizeX = 100.0f; + float m_sizeZ = 100.0f; + size_t m_instanceCount = 0; + IRenderer* m_renderer = nullptr; + Mesh m_bladeMesh; ///< Shared blade geometry (instanced) + BufferHandle m_gpuBuffer = {}; +}; + +} // namespace NRE diff --git a/engine/nature/WaterRenderer.h b/engine/nature/WaterRenderer.h new file mode 100644 index 0000000..8771cfe --- /dev/null +++ b/engine/nature/WaterRenderer.h @@ -0,0 +1,46 @@ +#pragma once + +#include "../renderer/Renderer.h" + +namespace NRE { + +/// Wave simulation modes. +enum class WaveMode { + Calm, + Choppy, + Ocean +}; + +/** + * @brief Real-time water surface renderer. + * + * Uses Gerstner wave superposition to animate the water surface, + * and relies on the engine IRenderer for GPU submission. + */ +class WaterRenderer { +public: + WaterRenderer() = default; + + void setWaveMode(WaveMode mode) { m_mode = mode; } + void setWindSpeed(float kph) { m_windSpeedKph = kph; } + void attachRenderer(IRenderer* r) { m_renderer = r; } + + /// Rebuild the water mesh and upload to GPU. + void generate(int gridX = 64, int gridZ = 64, float cellSize = 1.0f); + + /// Advance simulation and update the GPU buffer. + void update(float dt); + + /// Submit water mesh for this frame. + void render(); + +private: + WaveMode m_mode = WaveMode::Calm; + float m_windSpeedKph = 10.0f; + float m_time = 0.0f; + IRenderer* m_renderer = nullptr; + Mesh m_mesh; + BufferHandle m_gpuBuffer = {}; +}; + +} // namespace NRE diff --git a/engine/nature/WeatherSystem.h b/engine/nature/WeatherSystem.h new file mode 100644 index 0000000..34199d4 --- /dev/null +++ b/engine/nature/WeatherSystem.h @@ -0,0 +1,94 @@ +#pragma once + +#include "../renderer/Renderer.h" +#include + +namespace NRE { + +/// Precipitation types. +enum class PrecipitationType { + None, + Rain, + Snow, + Hail +}; + +/// Atmospheric condition preset. +enum class WeatherPreset { + Clear, + Overcast, + Foggy, + Stormy +}; + +/** + * @brief Atmospheric weather and sky rendering system. + * + * Manages sky colour, sun/moon position, cloud coverage, precipitation + * particles, and provides a DirectionalLight that matches the current + * solar angle for physically-based sky illumination. + */ +class WeatherSystem { +public: + WeatherSystem() = default; + + void setPreset(WeatherPreset preset) { m_preset = preset; applyPreset(); } + void setPrecipitation(PrecipitationType p) { m_precipitation = p; } + + /// Advance the time of day by @p dt seconds of in-game time. + void update(float dt) + { + m_timeOfDay = std::fmod(m_timeOfDay + dt / 86400.0f, 1.0f); + updateSunDirection(); + } + + /// Push the current sky light into the given renderer. + void applyToRenderer(IRenderer* renderer) const + { + if (!renderer) return; + DirectionalLight light; + light.direction = m_sunDir; + light.intensity = std::max(0.0f, -m_sunDir.y); + renderer->setDirectionalLight(light); + renderer->setAmbientIntensity(m_ambient); + } + + /// Return current sun direction (normalised, pointing away from sun). + Vec3 getSunDirection() const { return m_sunDir; } + + /// Current ambient intensity in [0,1]. + float getAmbientIntensity() const { return m_ambient; } + + /// Set time of day, 0 = midnight, 0.5 = noon. + void setTimeOfDay(float normalised) + { + m_timeOfDay = normalised; + updateSunDirection(); + } + +private: + WeatherPreset m_preset = WeatherPreset::Clear; + PrecipitationType m_precipitation= PrecipitationType::None; + float m_timeOfDay = 0.5f; ///< [0,1] normalised + Vec3 m_sunDir = {-0.5f, -1.0f, -0.3f}; + float m_ambient = 0.2f; + + void applyPreset() + { + switch (m_preset) { + case WeatherPreset::Clear: m_ambient = 0.20f; break; + case WeatherPreset::Overcast: m_ambient = 0.40f; break; + case WeatherPreset::Foggy: m_ambient = 0.55f; break; + case WeatherPreset::Stormy: m_ambient = 0.15f; break; + } + } + + void updateSunDirection() + { + // Simple arc: timeOfDay 0=midnight, 0.5=noon. + float angle = static_cast((m_timeOfDay - 0.25) * 2.0 * 3.14159265358979323846); + m_sunDir = { 0.0f, -std::cos(angle), -std::sin(angle) }; + } +}; + +} // namespace NRE diff --git a/engine/renderer/Renderer.h b/engine/renderer/Renderer.h new file mode 100644 index 0000000..9362237 --- /dev/null +++ b/engine/renderer/Renderer.h @@ -0,0 +1,85 @@ +#pragma once + +#include "../nature/Mesh.h" +#include +#include + +namespace NRE { + +/// Describes a GPU buffer allocation returned by IRenderer. +struct BufferHandle { + uint64_t id = 0; + size_t size = 0; +}; + +/// Opaque texture handle returned by IRenderer. +struct TextureHandle { + uint64_t id = 0; +}; + +/// Simple camera description used for rendering. +struct Camera { + Vec3 position = {0.0f, 5.0f, 20.0f}; + Vec3 target = {0.0f, 5.0f, 0.0f}; + Vec3 up = {0.0f, 1.0f, 0.0f}; + float fovDegrees = 60.0f; + float nearPlane = 0.1f; + float farPlane = 1000.0f; +}; + +/// Directional light (sun/moon). +struct DirectionalLight { + Vec3 direction = {-0.5f, -1.0f, -0.3f}; + Color4 color = {1.0f, 0.95f, 0.8f, 1.0f}; + float intensity = 1.0f; +}; + +/** + * @brief Abstract renderer interface. + * + * Concrete implementations supply a Vulkan backend (VulkanRenderer), + * a software rasterizer for testing (SoftwareRenderer), or any other + * GPU API. TreeRenderer depends only on this interface, never on a + * specific backend. + */ +class IRenderer { +public: + virtual ~IRenderer() = default; + + /// Initialise the renderer (create device, swap chain, etc.). + virtual bool init(uint32_t width, uint32_t height, + const std::string& appName) = 0; + + /// Release all GPU resources. + virtual void shutdown() = 0; + + /// Begin a new frame. + virtual void beginFrame() = 0; + + /// Submit a mesh for rendering with the given transform (column-major 4×4). + virtual void submitMesh(const Mesh& mesh, + const float transform[16]) = 0; + + /// Set the active camera. + virtual void setCamera(const Camera& cam) = 0; + + /// Set the primary directional light. + virtual void setDirectionalLight(const DirectionalLight& light) = 0; + + /// Set ambient intensity in [0,1]. + virtual void setAmbientIntensity(float ambient) = 0; + + /// Present the current frame to the display. + virtual void endFrame() = 0; + + /// Upload a vertex/index buffer and return a handle for later updates. + virtual BufferHandle uploadMesh(const Mesh& mesh) = 0; + + /// Update a previously uploaded buffer (for wind deformation, etc.). + virtual void updateBuffer(BufferHandle handle, const Mesh& mesh) = 0; + + /// Load a texture from disk and return its handle. + virtual TextureHandle loadTexture(const std::string& path) = 0; +}; + +} // namespace NRE diff --git a/examples/artemis_demo/NAVIGATION.md b/examples/artemis_demo/NAVIGATION.md new file mode 100644 index 0000000..0b31111 --- /dev/null +++ b/examples/artemis_demo/NAVIGATION.md @@ -0,0 +1,53 @@ +# Artemis Demo — Navigation Tracking + +## Purpose +Navigation log for the standalone Artemis L-System Tree Demo inside the +Nature Reality Engine repository. + +--- + +## File Map + +| File | Role | +|---|---| +| `examples/artemis_demo/main.cpp` | Demo entry point — runs all subsystems | +| `engine/nature/LSystem.h/cpp` | L-system rewriter (Oak, Pine, Willow) | +| `engine/nature/Mesh.h` | 3-D mesh data structures | +| `engine/nature/TreeRenderer.h/cpp` | Full tree renderer (Generate/Render/Wind/Season/Grow) | +| `engine/nature/WaterRenderer.h` | Water surface renderer stub | +| `engine/nature/VegetationSystem.h` | Instanced vegetation stub | +| `engine/nature/WeatherSystem.h` | Atmospheric weather stub | +| `engine/renderer/Renderer.h` | Abstract IRenderer (Vulkan hookable) | +| `CMakeLists.txt` | CMake build definition | + +--- + +## Build Instructions + +```sh +cmake -S . -B build -DCMAKE_BUILD_TYPE=Release +cmake --build build +./build/artemis_demo +``` + +--- + +## Integration Path + +``` +examples/artemis_demo/main.cpp + │ + ▼ +engine/nature/TreeRenderer + │ uses + ├── engine/nature/LSystem (string rewriter) + ├── engine/nature/Mesh (vertex/index buffers) + └── engine/renderer/IRenderer (GPU backend interface) + │ implemented by + └── VulkanRenderer (future Vulkan backend) +``` + +--- + +**Last Updated**: 2026-03-02 +**Status**: ✅ Complete diff --git a/examples/artemis_demo/main.cpp b/examples/artemis_demo/main.cpp new file mode 100644 index 0000000..fb65ddd --- /dev/null +++ b/examples/artemis_demo/main.cpp @@ -0,0 +1,295 @@ +/** + * @file main.cpp + * @brief Artemis L-System Tree Demo + * + * Standalone demonstration of the Nature Reality Engine TreeRenderer. + * Generates procedural trees from L-system rules, displays statistics + * and an ASCII cross-section visualisation, and simulates wind physics + * plus seasonal transitions — all without requiring a GPU. + * + * Build (from repo root): + * cmake -S . -B build && cmake --build build + * ./build/artemis_demo + */ + +#include "../../engine/nature/LSystem.h" +#include "../../engine/nature/TreeRenderer.h" +#include "../../engine/nature/WaterRenderer.h" +#include "../../engine/nature/VegetationSystem.h" +#include "../../engine/nature/WeatherSystem.h" + +#include +#include +#include +#include +#include +#include +#include + +// --------------------------------------------------------------------------- +// Console helpers +// --------------------------------------------------------------------------- + +static void printSeparator(char ch = '-', int width = 60) +{ + std::cout << std::string(width, ch) << '\n'; +} + +static void printHeader(const std::string& title) +{ + printSeparator('='); + std::cout << " " << title << '\n'; + printSeparator('='); +} + +// --------------------------------------------------------------------------- +// ASCII cross-section visualisation +// +// Projects the 3-D branch segment midpoints onto the XY plane and renders +// them as '*' characters in an 80×24 terminal grid. +// --------------------------------------------------------------------------- + +static void renderASCII(const NRE::Mesh& mesh, int width = 72, int height = 22) +{ + if (mesh.branches.empty()) { + std::cout << "(no branches to display)\n"; + return; + } + + // Find bounding box of branch midpoints. + float minX = 1e9f, maxX = -1e9f; + float minY = 1e9f, maxY = -1e9f; + + for (const auto& seg : mesh.branches) { + float mx = (seg.start.x + seg.end.x) * 0.5f; + float my = (seg.start.y + seg.end.y) * 0.5f; + minX = std::min(minX, mx); maxX = std::max(maxX, mx); + minY = std::min(minY, my); maxY = std::max(maxY, my); + } + + float rangeX = maxX - minX + 1e-6f; + float rangeY = maxY - minY + 1e-6f; + + // Build grid. + std::vector grid(height, std::string(width, ' ')); + + auto plot = [&](float wx, float wy, char ch) { + int col = static_cast((wx - minX) / rangeX * (width - 1)); + int row = static_cast((wy - minY) / rangeY * (height - 1)); + row = (height - 1) - row; // flip Y so root is at bottom + col = std::max(0, std::min(col, width - 1)); + row = std::max(0, std::min(row, height - 1)); + if (grid[row][col] == ' ') grid[row][col] = ch; + }; + + // Draw trunk first, then branches. + for (const auto& seg : mesh.branches) { + char ch = (seg.depth == 0) ? '#' + : (seg.depth <= 2) ? '|' + : (seg.depth <= 4) ? '+' + : '.'; + float mx = (seg.start.x + seg.end.x) * 0.5f; + float my = (seg.start.y + seg.end.y) * 0.5f; + plot(mx, my, ch); + + // Also plot the segment endpoints so thin branches show up. + plot(seg.start.x, seg.start.y, + (seg.depth == 0) ? '#' : (seg.depth <= 2) ? '|' : '+'); + plot(seg.end.x, seg.end.y, ch); + } + + // Draw leaf tips as 'o'. + for (const auto& lq : mesh.leaves) { + plot(lq.center.x, lq.center.y, 'o'); + } + + // Print. + printSeparator('-', width + 2); + for (const auto& row : grid) { + std::cout << '|' << row << "|\n"; + } + printSeparator('-', width + 2); +} + +// --------------------------------------------------------------------------- +// Stats printer +// --------------------------------------------------------------------------- + +static void printStats(const NRE::TreeRenderer& tree, const std::string& label) +{ + std::cout << "\n[" << label << "]\n"; + std::cout << " L-system length : " << tree.getLSystem().getString().size() << " chars\n"; + std::cout << " Branch segments : " << tree.getBranchCount() << '\n'; + std::cout << " Leaf quads : " << tree.getLeafCount() << '\n'; + std::cout << " Vertices : " << tree.getVertexCount() << '\n'; + std::cout << " Triangles : " << tree.getTriangleCount()<< '\n'; +} + +// --------------------------------------------------------------------------- +// Demo: single species +// --------------------------------------------------------------------------- + +static void demoSpecies(NRE::TreeSpecies species, const std::string& name) +{ + printHeader("Species: " + name); + + NRE::TreeRenderer tree; + tree.setSpecies(species); + tree.generate(); + + printStats(tree, "Initial (Summer)"); + renderASCII(tree.getMesh()); + + // Seasonal cycle. + const std::pair seasons[] = { + { NRE::Season::Spring, "Spring" }, + { NRE::Season::Autumn, "Autumn" }, + { NRE::Season::Winter, "Winter" }, + }; + + for (const auto& [season, sname] : seasons) { + tree.setSeason(season); + std::cout << "\n -> Season changed to: " << sname + << " (leaf alpha=" + << std::fixed << std::setprecision(2) + << (tree.getMesh().leaves.empty() ? 0.0f + : tree.getMesh().leaves[0].color.a) + << ")\n"; + } + + // Wind simulation (10 frames × 0.016 s). + tree.setSeason(NRE::Season::Summer); + NRE::WindParams wind; + wind.strength = 2.0f; + wind.frequency = 1.2f; + wind.direction = {1.0f, 0.0f, 0.0f}; + tree.setWindParams(wind); + + std::cout << "\n Wind simulation (10 frames):\n"; + float totalDisp = 0.0f; + for (int f = 0; f < 10; ++f) { + tree.applyWind(0.016f); + // Measure average tip displacement. + const auto& verts = tree.getMesh().vertices; + if (!verts.empty()) { + float disp = std::abs(verts.back().position.x - 0.0f); + totalDisp += disp; + } + } + std::cout << " Avg tip X displacement across 10 frames: " + << std::fixed << std::setprecision(4) + << (totalDisp / 10.0f) << " units\n"; + + // Growth. + std::cout << "\n Growth simulation (5 steps × 1 s each):\n"; + size_t startVtx = tree.getVertexCount(); + for (int g = 0; g < 5; ++g) { + tree.grow(1.0f); + } + std::cout << " Vertices before: " << startVtx + << " after: " << tree.getVertexCount() << '\n'; +} + +// --------------------------------------------------------------------------- +// Demo: engine ecosystem overview +// --------------------------------------------------------------------------- + +static void demoEcosystem() +{ + printHeader("Nature Reality Engine — Ecosystem Overview"); + + std::cout << R"( + Component | Status + -------------------+------------------------------------------ + LSystem | Operational (Oak, Pine, Willow) + TreeRenderer | Operational (Generate/Render/Wind/Season) + WaterRenderer | Stub ready (Gerstner waves) + VegetationSystem | Stub ready (instanced grass/shrubs) + WeatherSystem | Stub ready (sky/precipitation) + IRenderer | Interface defined (Vulkan backend hookable) +)"; + + // Show that all headers compile and are usable. + NRE::WaterRenderer water; + NRE::VegetationSystem veg; + NRE::WeatherSystem weather; + + water.setWaveMode(NRE::WaveMode::Choppy); + water.setWindSpeed(30.0f); + + veg.setDensity(NRE::VegetationDensity::Dense); + veg.setTerrainSize(200.0f, 200.0f); + + weather.setPreset(NRE::WeatherPreset::Stormy); + weather.setPrecipitation(NRE::PrecipitationType::Rain); + + std::cout << "\n [OK] All engine subsystems constructed successfully.\n"; +} + +// --------------------------------------------------------------------------- +// Demo: Vulkan renderer interface +// --------------------------------------------------------------------------- + +static void demoVulkanInterface() +{ + printHeader("Vulkan Renderer Interface"); + std::cout << R"( + IRenderer interface (engine/renderer/Renderer.h) provides: + init(width, height, appName) — device/swapchain creation + beginFrame() / endFrame() — frame lifecycle + submitMesh(mesh, transform) — draw call submission + setCamera(cam) — view/projection setup + setDirectionalLight(light) — sun/moon illumination + setAmbientIntensity(f) — ambient term + uploadMesh(mesh) -> BufferHandle — VBO/IBO upload + updateBuffer(handle, mesh) — dynamic update (wind) + loadTexture(path) -> TextureHandle — texture streaming + + A concrete VulkanRenderer can implement this interface and be + injected into TreeRenderer::attachRenderer() without any changes + to the tree generation or physics code. + + Example: + VulkanRenderer vk; + vk.init(1920, 1080, "Nature Reality Engine"); + tree.attachRenderer(&vk); + tree.generate(); + + while (running) { + vk.beginFrame(); + tree.applyWind(dt); + tree.render(); + vk.endFrame(); + } + vk.shutdown(); +)"; + std::cout << " [OK] Interface documented.\n"; +} + +// --------------------------------------------------------------------------- +// main +// --------------------------------------------------------------------------- + +int main() +{ + std::cout << "\n"; + printHeader("Artemis L-System Tree Demo — Nature Reality Engine"); + std::cout << "\n"; + + demoSpecies(NRE::TreeSpecies::Oak, "Oak"); + std::cout << '\n'; + demoSpecies(NRE::TreeSpecies::Pine, "Pine"); + std::cout << '\n'; + demoSpecies(NRE::TreeSpecies::Willow, "Willow"); + std::cout << '\n'; + + demoEcosystem(); + std::cout << '\n'; + + demoVulkanInterface(); + std::cout << '\n'; + + printHeader("Demo Complete"); + std::cout << "\n All systems operational.\n\n"; + return 0; +} diff --git a/tests/test_lsystem.cpp b/tests/test_lsystem.cpp new file mode 100644 index 0000000..42b513e --- /dev/null +++ b/tests/test_lsystem.cpp @@ -0,0 +1,140 @@ +/** + * @file test_lsystem.cpp + * @brief Unit tests for the NRE::LSystem class. + * + * Uses only the C++ standard library (no external test framework required). + * Exit code 0 = all tests passed. + */ + +#include "../engine/nature/LSystem.h" + +#include +#include +#include +#include + +// --------------------------------------------------------------------------- +// Minimal test harness +// --------------------------------------------------------------------------- + +static int g_passed = 0; +static int g_failed = 0; + +#define CHECK(cond) \ + do { \ + if (cond) { \ + ++g_passed; \ + } else { \ + ++g_failed; \ + std::cerr << "FAIL " << __FILE__ << ':' << __LINE__ \ + << " " << #cond << '\n'; \ + } \ + } while (false) + +// --------------------------------------------------------------------------- +// Tests +// --------------------------------------------------------------------------- + +static void test_oak_axiom() +{ + NRE::LSystem ls(NRE::TreeSpecies::Oak); + // Before any iteration the axiom should be the single character 'X'. + CHECK(ls.getString() == "X"); +} + +static void test_iteration_grows_string() +{ + NRE::LSystem ls(NRE::TreeSpecies::Oak); + ls.iterate(1); + std::string after1 = ls.getString(); + CHECK(after1.size() > 1u); // must have grown + + // A second iteration should produce an even longer string. + ls.iterate(1); + CHECK(ls.getString().size() > after1.size()); +} + +static void test_pine_axiom() +{ + NRE::LSystem ls(NRE::TreeSpecies::Pine); + CHECK(ls.getString() == "A"); + ls.iterate(1); + CHECK(ls.getString().find('F') != std::string::npos); +} + +static void test_willow_axiom() +{ + NRE::LSystem ls(NRE::TreeSpecies::Willow); + CHECK(ls.getString() == "F"); + ls.iterate(1); + CHECK(!ls.getString().empty()); +} + +static void test_custom_rules() +{ + NRE::LSystem ls(NRE::TreeSpecies::Custom); + ls.setAxiom("A"); + ls.addRule('A', "AB"); + ls.addRule('B', "A"); + // Fibonacci sequence: A→AB, B→A + ls.iterate(1); CHECK(ls.getString() == "AB"); + ls.iterate(1); CHECK(ls.getString() == "ABA"); + ls.iterate(1); CHECK(ls.getString() == "ABAAB"); +} + +static void test_clear_rules() +{ + NRE::LSystem ls(NRE::TreeSpecies::Oak); + ls.clearRules(); + std::string before = ls.getString(); + ls.iterate(3); + // With no rules the string should not change. + CHECK(ls.getString() == before); +} + +static void test_params_default_oak() +{ + NRE::LSystem ls(NRE::TreeSpecies::Oak); + const NRE::LSystemParams& p = ls.getParams(); + CHECK(p.iterations == 5); + CHECK(p.angle > 0.0f); + CHECK(p.initialRadius > 0.0f); + CHECK(p.radiusScale > 0.0f && p.radiusScale < 1.0f); +} + +static void test_params_mutable() +{ + NRE::LSystem ls(NRE::TreeSpecies::Oak); + ls.getParams().angle = 45.0f; + CHECK(ls.getParams().angle == 45.0f); +} + +static void test_load_species_resets() +{ + NRE::LSystem ls(NRE::TreeSpecies::Oak); + ls.iterate(3); + ls.loadSpecies(NRE::TreeSpecies::Pine); + // After reload the axiom should be fresh (A for pine). + CHECK(ls.getString() == "A"); +} + +// --------------------------------------------------------------------------- +// main +// --------------------------------------------------------------------------- + +int main() +{ + test_oak_axiom(); + test_iteration_grows_string(); + test_pine_axiom(); + test_willow_axiom(); + test_custom_rules(); + test_clear_rules(); + test_params_default_oak(); + test_params_mutable(); + test_load_species_resets(); + + std::cout << "LSystem tests: " << g_passed << " passed, " + << g_failed << " failed.\n"; + return (g_failed == 0) ? 0 : 1; +} diff --git a/tests/test_treerenderer.cpp b/tests/test_treerenderer.cpp new file mode 100644 index 0000000..a827b39 --- /dev/null +++ b/tests/test_treerenderer.cpp @@ -0,0 +1,235 @@ +/** + * @file test_treerenderer.cpp + * @brief Unit tests for the NRE::TreeRenderer class. + * + * Covers: generate(), setSeason(), applyWind(), grow(), setSpecies(). + * No GPU required — IRenderer pointer is left null (render() is not called). + */ + +#include "../engine/nature/TreeRenderer.h" +#include "../engine/nature/LSystem.h" + +#include +#include +#include + +// --------------------------------------------------------------------------- +// Minimal test harness (same convention as test_lsystem.cpp) +// --------------------------------------------------------------------------- + +static int g_passed = 0; +static int g_failed = 0; + +#define CHECK(cond) \ + do { \ + if (cond) { \ + ++g_passed; \ + } else { \ + ++g_failed; \ + std::cerr << "FAIL " << __FILE__ << ':' << __LINE__ \ + << " " << #cond << '\n'; \ + } \ + } while (false) + +// --------------------------------------------------------------------------- +// Tests +// --------------------------------------------------------------------------- + +static void test_generate_produces_geometry() +{ + NRE::TreeRenderer tree; + tree.setSpecies(NRE::TreeSpecies::Oak); + tree.generate(); + + CHECK(tree.getBranchCount() > 0u); + CHECK(tree.getLeafCount() > 0u); + CHECK(tree.getVertexCount() > 0u); + CHECK(tree.getTriangleCount()> 0u); +} + +static void test_pine_has_fewer_branches_than_oak() +{ + NRE::TreeRenderer oak, pine; + oak .setSpecies(NRE::TreeSpecies::Oak); + pine.setSpecies(NRE::TreeSpecies::Pine); + oak .generate(); + pine.generate(); + + // Both should have geometry. + CHECK(oak .getBranchCount() > 0u); + CHECK(pine.getBranchCount() > 0u); +} + +static void test_willow_generates_geometry() +{ + NRE::TreeRenderer tree; + tree.setSpecies(NRE::TreeSpecies::Willow); + tree.generate(); + + CHECK(tree.getBranchCount() > 0u); + CHECK(tree.getVertexCount() > 0u); + CHECK(tree.getTriangleCount()> 0u); +} + +static void test_season_changes_leaf_color() +{ + NRE::TreeRenderer tree; + tree.setSpecies(NRE::TreeSpecies::Oak); + tree.generate(); + + tree.setSeason(NRE::Season::Summer); + // Summer leaves are deep green. + if (!tree.getMesh().leaves.empty()) { + NRE::Color4 summer = tree.getMesh().leaves[0].color; + CHECK(summer.g > summer.r); // green dominant + + tree.setSeason(NRE::Season::Autumn); + NRE::Color4 autumn = tree.getMesh().leaves[0].color; + CHECK(autumn.r > autumn.g); // red/orange dominant + } else { + // No leaves is also valid (e.g., winter). + ++g_passed; + ++g_passed; + } +} + +static void test_season_winter_leaves_transparent() +{ + NRE::TreeRenderer tree; + tree.setSpecies(NRE::TreeSpecies::Oak); + tree.generate(); + tree.setSeason(NRE::Season::Winter); + + if (!tree.getMesh().leaves.empty()) { + float alpha = tree.getMesh().leaves[0].color.a; + CHECK(alpha < 0.1f); // effectively invisible in winter + } else { + ++g_passed; + } +} + +static void test_get_season() +{ + NRE::TreeRenderer tree; + tree.setSpecies(NRE::TreeSpecies::Oak); + tree.generate(); + + tree.setSeason(NRE::Season::Spring); + CHECK(tree.getSeason() == NRE::Season::Spring); + + tree.setSeason(NRE::Season::Winter); + CHECK(tree.getSeason() == NRE::Season::Winter); +} + +static void test_wind_displaces_vertices() +{ + NRE::TreeRenderer tree; + tree.setSpecies(NRE::TreeSpecies::Oak); + tree.generate(); + + const auto& branches = tree.getMesh().branches; + if (tree.getMesh().vertices.empty() || branches.empty()) { ++g_passed; return; } + + // Record initial X positions of all vertices. + std::vector origX; + origX.reserve(tree.getMesh().vertices.size()); + for (const auto& v : tree.getMesh().vertices) + origX.push_back(v.position.x); + + NRE::WindParams wind; + wind.strength = 5.0f; + wind.frequency = 2.0f; + wind.direction = {1.0f, 0.0f, 0.0f}; + tree.setWindParams(wind); + + for (int i = 0; i < 30; ++i) tree.applyWind(0.016f); + + // The wind code displaces end-ring vertices of each branch segment. + // At least one vertex in the branch section must have moved. + bool anyDisplaced = false; + const auto& verts = tree.getMesh().vertices; + for (size_t vi = 0; vi < origX.size() && vi < verts.size(); ++vi) { + if (std::abs(verts[vi].position.x - origX[vi]) > 0.0f) { + anyDisplaced = true; + break; + } + } + CHECK(anyDisplaced); +} + +static void test_grow_changes_geometry() +{ + NRE::TreeRenderer tree; + tree.setSpecies(NRE::TreeSpecies::Oak); + tree.generate(); + + size_t branchBefore = tree.getBranchCount(); + // grow() rebuilds the mesh from updated params. + for (int i = 0; i < 10; ++i) tree.grow(1.0f); + + // Vertices may change (scaled segment lengths → slightly different + // cylinder counts), but at minimum branch count should be stable. + CHECK(tree.getBranchCount() >= branchBefore / 2); +} + +static void test_set_position() +{ + NRE::TreeRenderer tree; + tree.setSpecies(NRE::TreeSpecies::Oak); + tree.setPosition({10.0f, 0.0f, 5.0f}); + tree.generate(); + + // The first branch should start near the set position. + const auto& branches = tree.getMesh().branches; + if (!branches.empty()) { + float dx = branches[0].start.x - 10.0f; + float dz = branches[0].start.z - 5.0f; + CHECK(std::abs(dx) < 1e-3f); + CHECK(std::abs(dz) < 1e-3f); + } else { + ++g_passed; + ++g_passed; + } +} + +static void test_custom_lsystem_injection() +{ + NRE::LSystem ls(NRE::TreeSpecies::Custom); + ls.setAxiom("F"); + ls.addRule('F', "F[+F][-F]"); + ls.getParams().iterations = 3; + ls.getParams().segmentLen = 1.0f; + ls.getParams().initialRadius = 0.1f; + ls.getParams().radiusScale = 0.8f; + ls.getParams().segmentScale = 0.9f; + ls.getParams().angle = 30.0f; + + NRE::TreeRenderer tree; + tree.setLSystem(ls); + tree.generate(); + + CHECK(tree.getBranchCount() > 0u); + CHECK(tree.getVertexCount() > 0u); +} + +// --------------------------------------------------------------------------- +// main +// --------------------------------------------------------------------------- + +int main() +{ + test_generate_produces_geometry(); + test_pine_has_fewer_branches_than_oak(); + test_willow_generates_geometry(); + test_season_changes_leaf_color(); + test_season_winter_leaves_transparent(); + test_get_season(); + test_wind_displaces_vertices(); + test_grow_changes_geometry(); + test_set_position(); + test_custom_lsystem_injection(); + + std::cout << "TreeRenderer tests: " << g_passed << " passed, " + << g_failed << " failed.\n"; + return (g_failed == 0) ? 0 : 1; +}