pushing home. will need to correct some things. idea: precalculate regions of steps

This commit is contained in:
Yggdrasil75
2026-01-21 15:01:22 -05:00
parent dc514cfe31
commit 0aeed604a7
3 changed files with 188 additions and 164 deletions

View File

@@ -9,6 +9,8 @@
#define INF 2 ^ 31 - 1
#endif
#ifndef MARCHTABLES
#define MARCHTABLES
int edgeTable[256] = {
0x0, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
@@ -300,3 +302,4 @@ int triTable[256][16] =
{0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}};
#endif

View File

@@ -13,6 +13,7 @@
#include "../output/frame.hpp"
#include "../noise/pnoise2.hpp"
#include "../vecmat/mat4.hpp"
//#include "../vecmat/mat3.hpp"
#include <vector>
#include <algorithm>
#include "../basicdefines.hpp"
@@ -108,16 +109,6 @@ struct Camera {
}
};
struct Vertex {
Vec3f position;
Vec3f normal;
Vec3ui8 color;
Vec2f texCoord;
Vertex() = default;
Vertex(Vec3f pos, Vec3f norm, Vec3ui8 colr, Vec2f tex = Vec2f(0,0)) : position(pos), normal(norm), color(colr), texCoord(tex) {}
};
struct Chunk {
Voxel reprVoxel; //average of all voxels in chunk for LOD rendering
//std::vector<Voxel> voxels; //list of all voxels in chunk.
@@ -140,7 +131,7 @@ private:
}
Vec3i getChunkCoord(const Vec3i& voxelPos) const {
return Vec3i(voxelPos.x / CHUNK_THRESHOLD, voxelPos.y / CHUNK_THRESHOLD, voxelPos.z / CHUNK_THRESHOLD);
return voxelPos / CHUNK_THRESHOLD;
}
void updateChunkStatus(const Vec3i& pos, bool isActive) {
@@ -222,16 +213,10 @@ public:
set(Vec3i(x,y,z), active, color, alpha);
}
void set(Vec3i pos, bool active, Vec3ui8 color, float alpha = 1) {
if (pos.x >= 0 && pos.y >= 0 && pos.z >= 0) {
if (!(pos.x < gridSize.x)) {
resize(pos.x, gridSize.y, gridSize.z);
}
else if (!(pos.y < gridSize.y)) {
resize(gridSize.x, pos.y, gridSize.z);
}
else if (!(pos.z < gridSize.z)) {
resize(gridSize.x, gridSize.y, pos.z);
void set(Vec3i pos, bool active, Vec3ui8 color, float alpha = 1.f) {
if (pos.AllGTE(0)) {
if (pos.AnyGTE(gridSize)) {
resize(gridSize.max(pos));
}
Voxel& v = get(pos);
@@ -242,21 +227,36 @@ public:
}
}
void set(Vec3i pos, Vec4ui8 rgbaval, float alpha = 1) {
set(pos, static_cast<float>(rgbaval.a / 255), rgbaval.toVec3(), alpha);
void setBatch(const std::vector<Vec3i>& positions, bool active, Vec3ui8 color, float alpha = 1.0f) {
// First, ensure grid is large enough
Vec3i maxPos(0,0,0);
for (const auto& pos : positions) {
maxPos = maxPos.max(pos);
}
if (maxPos.AnyGTE(gridSize)) {
resize(maxPos);
}
// Set all positions
for (const auto& pos : positions) {
Voxel& v = get(pos);
v.active = active;
v.color = color;
v.alpha = alpha;
updateChunkStatus(pos, active);
}
}
template<typename T>
bool inGrid(Vec3<T> voxl) const {
return (voxl >= 0 && voxl.x < gridSize.x && voxl.y < gridSize.y && voxl.z < gridSize.z);
bool inGrid(Vec3i voxl) const {
return voxl.AllGTE(0) && voxl.AllLT(gridSize);
}
void voxelTraverse(const Vec3f& origin, const Vec3f& end, Voxel& outVoxel, int maxDist = 10000000) const {
Vec3i cv = origin.floorToI();
Vec3i lv = end.floorToI();
Vec3f ray = end - origin;
Vec3i step = Vec3i(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
Vec3i step = end.mask([](float v, float zero) { return v >= zero; }, 0.0f) * 2 - Vec3i(1);
Vec3f tDelta = Vec3f(ray.x != 0 ? std::abs(1.0f / ray.x) : INF,
ray.y != 0 ? std::abs(1.0f / ray.y) : INF,
ray.z != 0 ? std::abs(1.0f / ray.z) : INF);
@@ -282,7 +282,6 @@ public:
float dist = 0.0f;
outVoxel.alpha = 0.0;
//Vec3f newC = (outVoxel.color / 255).toFloat();
while (lv != cv && dist < 1.f && inGrid(cv) && outVoxel.alpha < 1.f) {
@@ -341,18 +340,26 @@ public:
TIME_FUNCTION;
Vec3f forward = cam.forward();
Vec3f right = cam.right();
//Vec3f upCor = right.cross(forward).normalized();
Vec3f up = cam.up;
float aspect = resolution.aspect();
float fovRad = cam.fovRad();
float viewH = tan(cam.fov / 2.f);
float viewH = tan(cam.fov * 0.5f);
float viewW = viewH * aspect;
float maxDist = std::sqrt(gridSize.lengthSquared());
frame outFrame(resolution.x, resolution.y, colorformat);
std::vector<uint8_t> colorBuffer(resolution.x * resolution.y * 3);
std::vector<uint8_t> colorBuffer;
if (colorformat == frame::colormap::RGB) {
colorBuffer.resize(resolution.x * resolution.y * 3);
} else {
colorBuffer.resize(resolution.x * resolution.y * 4);
}
#pragma omp parallel for
for (int y = 0; y < resolution.y; y++) {
float v = (1.f - 2.f * (y+0.5f) / resolution.y) * viewH;
Vec3f vup = cam.up * v;
Vec3f vup = up * v;
for (int x = 0; x < resolution.x; x++) {
Voxel outVoxel(0, false, 0.f, Vec3ui8(10, 10, 255));
float u = (2.f * (x+0.5f)/resolution.x - 1.f) * viewW;
@@ -374,7 +381,7 @@ public:
case frame::colormap::RGB:
default: {
int idx = (y * resolution.y + x) * 3;
colorBuffer[idx + 0] = hitColor.x;
colorBuffer[idx] = hitColor.x;
colorBuffer[idx + 1] = hitColor.y;
colorBuffer[idx + 2] = hitColor.z;
break;
@@ -412,47 +419,6 @@ public:
std::cout << "============================" << std::endl;
}
private:
// Helper function to check if a voxel is on the surface
bool isSurfaceVoxel(int x, int y, int z) const {
if (!inGrid(Vec3i(x, y, z))) return false;
if (!get(x, y, z).active) return false;
// Check all 6 neighbors
static const std::array<Vec3i, 6> neighbors = {{
Vec3i(1, 0, 0), Vec3i(-1, 0, 0),
Vec3i(0, 1, 0), Vec3i(0, -1, 0),
Vec3i(0, 0, 1), Vec3i(0, 0, -1)
}};
for (const auto& n : neighbors) {
Vec3i neighborPos(x + n.x, y + n.y, z + n.z);
if (!inGrid(neighborPos) || !get(neighborPos).active) {
return true; // At least one empty neighbor means this is a surface voxel
}
}
return false;
}
// Get normal for a surface voxel
Vec3f calculateVoxelNormal(int x, int y, int z) const {
Vec3f normal(0, 0, 0);
// Simple gradient-based normal calculation
if (inGrid(Vec3i(x+1, y, z)) && !get(x+1, y, z).active) normal.x += 1;
if (inGrid(Vec3i(x-1, y, z)) && !get(x-1, y, z).active) normal.x -= 1;
if (inGrid(Vec3i(x, y+1, z)) && !get(x, y+1, z).active) normal.y += 1;
if (inGrid(Vec3i(x, y-1, z)) && !get(x, y-1, z).active) normal.y -= 1;
if (inGrid(Vec3i(x, y, z+1)) && !get(x, y, z+1).active) normal.z += 1;
if (inGrid(Vec3i(x, y, z-1)) && !get(x, y, z-1).active) normal.z -= 1;
if (normal.lengthSquared() > 0) {
return normal.normalized();
}
return Vec3f(0, 1, 0); // Default up normal
}
public:
std::vector<frame> genSlices(frame::colormap colorFormat = frame::colormap::RGB) const {
TIME_FUNCTION;
int colors;
@@ -534,8 +500,6 @@ public:
}
return outframes;
}
};
//#include "g3_serialization.hpp" needed to be usable

View File

@@ -7,14 +7,16 @@
#include <ostream>
#include <cstdint>
#include <stdfloat>
#include <cstring>
#include "vec2.hpp"
#include "../basicdefines.hpp"
#ifdef __SSE__
#include <xmmintrin.h>
#endif
template<typename T>
class Vec3 {
class alignas(16) Vec3 {
public:
struct{ T x, y, z; };
@@ -22,8 +24,11 @@ public:
Vec3(T x, T y, T z) : x(x), y(y), z(z) {}
Vec3(T scalar) : x(scalar), y(scalar), z(scalar) {}
Vec3(float acd[3]) : x(acd[0]), y(acd[1]), z(acd[2]) {}
template<typename U>
Vec3(const Vec3<U>& other) : x(static_cast<T>(other.x)), y(static_cast<T>(other.y)), z(static_cast<T>(other.z)) {}
Vec3(const class Vec2<T>& vec2, T z = 0);
template<typename U>
Vec3(const class Vec2<U>& vec2, U z = 0) : x(static_cast<T>(vec2.x)), y(static_cast<T>(vec2.y)), z(static_cast<T>(z)) {}
Vec3& move(const Vec3& newpos) {
x = newpos.x;
@@ -38,13 +43,6 @@ public:
return Vec3(x + other.x, y + other.y, z + other.z);
}
Vec3 addMulti(Vec3* result, const Vec3* a, const Vec3* b, size_t count) noexcept {
for (size_t i = 0; i < count; ++i) {
result[i] = a[i] + b[i];
}
return *this;
}
template<typename U>
Vec3 operator-(const Vec3<U>& other) const {
return Vec3(x - other.x, y - other.y, z - other.z);
@@ -77,7 +75,8 @@ public:
}
Vec3 operator/(T scalar) const {
return Vec3(x / scalar, y / scalar, z / scalar);
T invScalar = T(1) / scalar;
return Vec3(x * invScalar, y * invScalar, z * invScalar);
}
Vec3& operator=(T scalar) {
@@ -135,9 +134,10 @@ public:
}
Vec3& operator/=(T scalar) {
x /= scalar;
y /= scalar;
z /= scalar;
T invScalar = T(1) / scalar;
x *= invScalar;
y *= invScalar;
z *= invScalar;
return *this;
}
@@ -155,7 +155,6 @@ public:
T length() const {
return std::sqrt(x * x + y * y + z * z);
//return static_cast<T>(std::sqrt(static_cast<double>(x * x + y * y + z * z)));
}
// Fast inverse length (Quake III algorithm)
@@ -165,21 +164,21 @@ public:
// Fast inverse square root approximation
const T half = T(0.5) * lenSq;
T y = lenSq;
T o = lenSq;
// Type punning for float/double
if constexpr (std::is_same_v<T, float>) {
long i = *(long*)&y;
long i = *(long*)&o;
i = 0x5f3759df - (i >> 1);
y = *(float*)&i;
o = *(float*)&i;
} else if constexpr (std::is_same_v<T, double>) {
long long i = *(long long*)&y;
long long i = *(long long*)&o;
i = 0x5fe6eb50c7b537a9 - (i >> 1);
y = *(double*)&i;
o = *(double*)&i;
}
y = y * (T(1.5) - (half * y * y));
return y;
o = o * (T(1.5) - (half * o * o));
return o;
}
T lengthSquared() const {
@@ -192,13 +191,28 @@ public:
T distanceSquared(const Vec3& other) const {
Vec3 diff = *this - other;
return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
return diff.lengthSquared();
}
// Normalized with SSE optimization
Vec3 normalized() const {
const T invLen = invLength();
if (invLen > 0) {
return Vec3(x * invLen, y * invLen, z * invLen);
#ifdef __SSE__
if constexpr (std::is_same_v<T, float>) {
__m128 vec = _mm_set_ps(0.0f, z, y, x);
__m128 inv = _mm_set1_ps(invLen);
__m128 result = _mm_mul_ps(vec, inv);
alignas(16) float components[4];
_mm_store_ps(components, result);
return Vec3(components[0], components[1], components[2]);
} else
#endif
{
// Fallback to scalar operations
return Vec3(x * invLen, y * invLen, z * invLen);
}
}
return *this;
}
@@ -243,35 +257,35 @@ public:
return (x >= scalar && y >= scalar && z >= scalar);
}
bool AllLT(const Vec3& other) {
bool AllLT(const Vec3& other) const {
return x < other.x && y < other.y && z < other.z;
}
bool AllGT(const Vec3& other) {
bool AllGT(const Vec3& other) const {
return x > other.x && y > other.y && z > other.z;
}
bool AllLTE(const Vec3& other) {
bool AllLTE(const Vec3& other) const {
return x <= other.x && y <= other.y && z <= other.z;
}
bool AllGTE(const Vec3& other) {
bool AllGTE(const Vec3& other) const {
return x >= other.x && y >= other.y && z >= other.z;
}
bool AnyLT(const Vec3& other) {
bool AnyLT(const Vec3& other) const {
return x < other.x || y < other.y || z < other.z;
}
bool AnyGT(const Vec3& other) {
bool AnyGT(const Vec3& other) const {
return x > other.x || y > other.y || z > other.z;
}
bool AnyLTE(const Vec3& other) {
bool AnyLTE(const Vec3& other) const {
return x <= other.x || y <= other.y || z <= other.z;
}
bool AnyGTE(const Vec3& other) {
bool AnyGTE(const Vec3& other) const {
return x >= other.x || y >= other.y || z >= other.z;
}
@@ -298,11 +312,11 @@ public:
}
Vec3<uint8_t> floorToI8() const {
return Vec3<uint8_t>(static_cast<uint8_t>(std::floor(x)), static_cast<uint8_t>(std::floor(y)), static_cast<uint8_t>(std::floor(z)));
return Vec3<uint8_t>(static_cast<uint8_t>(std::max(T(0), std::floor(x))), static_cast<uint8_t>(std::max(T(0), std::floor(y))), static_cast<uint8_t>(std::max(T(0), std::floor(z))));
}
Vec3<size_t> floorToT() const {
return Vec3<size_t>(static_cast<size_t>(std::floor(x)), static_cast<size_t>(std::floor(y)), static_cast<size_t>(std::floor(z)));
return Vec3<size_t>(static_cast<size_t>(std::max(T(0), std::floor(x))), static_cast<size_t>(std::max(T(0), std::floor(y))), static_cast<size_t>(std::max(T(0), std::floor(z))));
}
Vec3<float> toFloat() const {
@@ -330,23 +344,16 @@ public:
}
Vec3 clamp(const Vec3& minVal, const Vec3& maxVal) const {
return Vec3(
std::clamp(x, minVal.x, maxVal.x),
std::clamp(y, minVal.y, maxVal.y),
std::clamp(z, minVal.z, maxVal.z)
);
return this->max(minVal).min(maxVal);
}
Vec3 clamp(T minVal, T maxVal) const {
return Vec3(
std::clamp(x, minVal, maxVal),
std::clamp(y, minVal, maxVal),
std::clamp(z, minVal, maxVal)
);
return this->max(Vec3(minVal)).min(Vec3(maxVal));
}
bool isZero(float epsilon = 1e-10f) const {
return std::abs(x) < epsilon && std::abs(y) < epsilon && std::abs(z) < epsilon;
bool isZero() const {
return length() < EPSILON;
//return std::abs(x) < epsilon && std::abs(y) < epsilon && std::abs(z) < epsilon;
}
bool equals(const Vec3& other, float epsilon = 1e-10f) const {
@@ -388,37 +395,49 @@ public:
}
Vec3 lerp(const Vec3& other, T t) const {
t = std::clamp(t, 0.0f, 1.0f);
t = std::clamp(t, T(0), T(1));
return *this + (other - *this) * t;
}
Vec3 slerp(const Vec3& other, T t) const {
t = std::clamp(t, 0.0f, 1.0f);
T dot = this->dot(other);
dot = std::clamp(dot, -1.0f, 1.0f);
Vec3 fastLerp(const Vec3& other, T t) const {
return *this + (other - *this) * t;
}
T theta = std::acos(dot) * t;
Vec3 relative = other - *this * dot;
Vec3 fmaLerp(const Vec3& other, T t) const {
return Vec3(
std::fma(t, other.x - x, x),
std::fma(t, other.y - y, y),
std::fma(t, other.z - z, z)
);
}
Vec3 slerp(const Vec3& other, T t) const {
t = std::clamp(t, T(0), T(1));
T dotVal = this->dot(other);
dotVal = std::clamp(dotVal, T(-1), T(1));
T theta = std::acos(dotVal) * t;
Vec3 relative = other - *this * dotVal;
relative = relative.normalized();
return (*this * std::cos(theta)) + (relative * std::sin(theta));
}
Vec3 rotateX(float angle) const {
float cosA = std::cos(angle);
float sinA = std::sin(angle);
Vec3 rotateX(T angle) const {
T cosA = std::cos(angle);
T sinA = std::sin(angle);
return Vec3(x, y * cosA - z * sinA, y * sinA + z * cosA);
}
Vec3 rotateY(float angle) const {
float cosA = std::cos(angle);
float sinA = std::sin(angle);
Vec3 rotateY(T angle) const {
T cosA = std::cos(angle);
T sinA = std::sin(angle);
return Vec3(x * cosA + z * sinA, y, -x * sinA + z * cosA);
}
Vec3 rotateZ(float angle) const {
float cosA = std::cos(angle);
float sinA = std::sin(angle);
Vec3 rotateZ(T angle) const {
T cosA = std::cos(angle);
T sinA = std::sin(angle);
return Vec3(x * cosA - y * sinA, x * sinA + y * cosA, z);
}
@@ -461,27 +480,27 @@ public:
return (&x)[index];
}
Vec3 safeInverse(float epsilon = 1e-10f) const {
Vec3 safeInverse() const {
return Vec3(
1 / (std::abs(x) < epsilon ? std::copysign(epsilon, x) : x),
1 / (std::abs(y) < epsilon ? std::copysign(epsilon, y) : y),
1 / (std::abs(z) < epsilon ? std::copysign(epsilon, z) : z)
1 / (std::abs(x) < EPSILON ? std::copysign(EPSILON, x) : x),
1 / (std::abs(y) < EPSILON ? std::copysign(EPSILON, y) : y),
1 / (std::abs(z) < EPSILON ? std::copysign(EPSILON, z) : z)
);
}
uint8_t calculateOctantMask() const {
uint8_t mask = 0;
if (x > 0.0f) mask |= 1;
if (y > 0.0f) mask |= 2;
if (z > 0.0f) mask |= 4;
if (x > 0.f) mask |= 1;
if (y > 0.f) mask |= 2;
if (z > 0.f) mask |= 4;
return mask;
}
float maxComp() const {
T maxComp() const {
return std::max({x, y, z});
}
float minComp() const {
T minComp() const {
return std::min({x, y, z});
}
@@ -496,12 +515,12 @@ public:
};
Vec2<T> toLatLon() const {
float r = length();
if (r == 0) return Vec2<T>(0, 0);
float θ = std::acos(z / r);
float lat = static_cast<T>(M_PI/2.0 - θ);
T r = length();
if (r == T(0)) return Vec2<T>(0, 0);
T θ = std::acos(z / r);
T lat = static_cast<T>(M_PI/2.0) - θ;
float lon = static_cast<T>(std::atan2(y, x));
T lon = std::atan2(y, x);
return Vec2<T>(lat, lon);
}
@@ -519,12 +538,50 @@ public:
}
};
//use a smaller format first instead of larger format.
#ifdef std::float16_t
using Vec3f = Vec3<std::float16_t>;
#else
using Vec3f = Vec3<float>;
#ifdef __SSE__
// SSE-optimized version for float types
template<>
inline Vec3<float> Vec3<float>::normalized() const {
float lenSq = lengthSquared();
if (lenSq > 0.0f) {
// Load vector into SSE register
__m128 vec = _mm_set_ps(0.0f, z, y, x); // w=0, z, y, x
// Fast inverse square root using SSE
__m128 lenSq128 = _mm_set1_ps(lenSq);
// Quake III fast inverse sqrt SSE version
__m128 half = _mm_mul_ps(lenSq128, _mm_set1_ps(0.5f));
__m128 three = _mm_set1_ps(1.5f);
__m128 y = lenSq128;
__m128i i = _mm_castps_si128(y);
i = _mm_sub_epi32(_mm_set1_epi32(0x5f3759df),
_mm_srai_epi32(i, 1));
y = _mm_castsi128_ps(i);
y = _mm_mul_ps(y, _mm_sub_ps(three, _mm_mul_ps(half, _mm_mul_ps(y, y))));
// Multiply vector by inverse length
__m128 invLen128 = y;
__m128 result = _mm_mul_ps(vec, invLen128);
// Extract results
alignas(16) float resultArr[4];
_mm_store_ps(resultArr, result);
return Vec3<float>(resultArr[0], resultArr[1], resultArr[2]);
}
return *this;
};
#endif
//use a smaller format first instead of larger format.
//#ifdef std::float16_t
//using Vec3f = Vec3<std::float16_t>;
//#else
using Vec3f = Vec3<float>;
//#endif
using Vec3d = Vec3<double>;
using Vec3i = Vec3<int>;
using Vec3i32 = Vec3<uint32_t>;