cleaning up my comparison operators

This commit is contained in:
Yggdrasil75
2025-12-31 09:12:47 -05:00
parent 02115dcfc0
commit 17975b58a9
2 changed files with 133 additions and 72 deletions

View File

@@ -35,20 +35,34 @@ public:
return voxels[z * width * height + y * width + x];
}
Voxel& get(const Vec3T& xyz) {
return voxels[xyz.z*width*height+xyz.y*width+xyz.x];
}
void resize() {
//TODO: proper resizing
}
void set(size_t x, size_t y, size_t z, float active, Vec3ui8 color) {
//expand grid if needed.
if (x >= 0 || y >= 0 || z >= 0) {
if (!(x < width)) {
//until resizing added:
return;
width = x;
voxels.resize(width*height*depth);
resize();
}
else if (!(y < height)) {
//until resizing added:
return;
height = y;
voxels.resize(width*height*depth);
resize();
}
else if (!(z < depth)) {
//until resizing added:
return;
depth = z;
voxels.resize(width*height*depth);
resize();
}
Voxel& v = get(x, y, z);
@@ -57,8 +71,9 @@ public:
}
}
bool inGrid(Vec3T voxl) {
return (voxl > 0 && voxl.x < width && voxl.y < height && voxl.z < depth);
template<typename T>
bool inGrid(Vec3<T> voxl) {
return (voxl >= 0 && voxl.x < width && voxl.y < height && voxl.z < depth);
}
bool rayCast(const Ray3f& ray, float maxDistance, Vec3f hitPos, Vec3f hitNormal, Vec3f& hitColor) {
@@ -66,19 +81,19 @@ public:
Vec3f rayDir = ray.direction;
Vec3f rayOrigin = ray.origin;
Vec3T currentVoxel = rayOrigin.floorToT();
//important note: voxels store a float of "active" which is to be between 0 and 1, with <epsilon being inactive and <1 being transparent.
//as progression occurs, add to hitColor all passed voxels multiplied by active. once active reaches 1, stop progression.
//if active doesnt reach 1 before the edge of the grid is reached, then return the total.
//always return true if any active voxels are hit
//Ray3T and Vec3T are size_t.
Vec3f step;
Vec3i step;
step.x = (rayDir.x > 0) ? 1 : -1;
step.y = (rayDir.y > 0) ? 1 : -1;
step.z = (rayDir.z > 0) ? 1 : -1;
Vec3f tMax;
Vec3f tDelta;
Vec3T cvoxel = ray.origin.floor();
//initialization
if (!inGrid(cvoxel)) {
tDelta.x = std::abs(1.0 / rayDir.x);
tDelta.y = std::abs(1.0 / rayDir.y);
tDelta.z = std::abs(1.0 / rayDir.z);
tMax = mix((rayOrigin - currentVoxel) / -rayDir, ((currentVoxel + 1) - rayOrigin) / rayDir, rayDir > 0);
if (!inGrid(rayOrigin)) {
/*
The initialization phase begins by identifying the voxel in which the ray origin, →
u, is found. If the ray origin is outside the grid, we find the point in which the ray enters the grid and take the adjacent voxel. The integer
@@ -92,64 +107,85 @@ public:
current voxel.
*/
//update to also include z in this
float tEntry = 0.0;
Vec3f tBMin;
Vec3f tBMax;
tBMin.x = (0.0 - rayOrigin.x) / rayDir.x;
tBMax.x = (width - rayOrigin.x) / rayDir.x;
if (tBMin.x > tBMax.x) std::swap(tBMin.x, tBMax.x);
tBMin.y = (0.0 - rayOrigin.y) / rayDir.y;
tBMax.y = (height - rayOrigin.y) / rayDir.y;
if (tBMin.y > tBMax.y) std::swap(tBMin.y, tBMax.y);
tBMin.z = (0.0 - rayOrigin.z) / rayDir.z;
tBMax.z = (depth - rayOrigin.z) / rayDir.z;
if (tBMin.z > tBMax.z) std::swap(tBMin.z, tBMax.z);
float tEntry = tBMin.maxComp();
float tExit = tBMax.minComp();
if (tEntry > tExit || tExit < 0.0) return false;
if (tEntry < 0.0) tEntry = 0.0;
if (tEntry > 0.0) {
rayOrigin = rayOrigin + rayDir + tEntry;
currentVoxel = rayOrigin.floorToT();
tMax = mix(((currentVoxel + 1) - rayOrigin) / rayDir, (rayOrigin - currentVoxel) / -rayDir, rayDir > 0 );
}
}
float aalpha = 0.0;
bool hit = false;
float tDist = 0.0;
/*
Finally, we compute tDeltaX and tDeltaY. TDeltaX indicates how far along the ray we must move
(in units of t) for the horizontal component of such a movement to equal the width of a voxel. Similarly,
we store in tDeltaY the amount of movement along the ray which has a vertical component equal to the
height of a voxel.
*/
while (inGrid(currentVoxel) && tDist < maxDistance) {
Voxel& voxel = get(currentVoxel);
//also include tDeltaZ in this.
if (voxel.active > EPSILON) {
Vec3f voxelColor(static_cast<float>(voxel.color.x / 255.0), static_cast<float>(voxel.color.y / 255.0), static_cast<float>(voxel.color.z / 255.0));
float contribution = voxel.active * (1.0 - aalpha);
hitColor = hitColor + voxelColor * contribution;
aalpha += contribution;
hitPos = rayOrigin + rayDir * tDist;
if (tMax.x <= tMax.y && tMax.x <= tMax.z) {
hitNormal = Vec3f(-step.x, 0.0, 0.0);
} else if (tMax.y <= tMax.x && tMax.y <= tMax.z) {
hitNormal = Vec3f(0.0, -step.y, 0.0);
} else {
hitNormal = Vec3f(0.0, 0.0, -step.z);
}
}
if (aalpha > EPSILON) {
hit = true;
}
/*loop {
if(tMaxX < tMaxY) {
tMaxX= tMaxX + tDeltaX;
X= X + stepX;
} else {
tMaxY= tMaxY + tDeltaY;
Y= Y + stepY;
if (tMax.x < tMax.y) {
if (tMax.x < tMax.z) {
tDist = tMax.x;
tMax.x += tDelta.x;
currentVoxel.x += step.x;
} else {
tDist = tMax.z;
tMax.z += tDelta.z;
currentVoxel.z += step.z;
}
} else {
if (tMax.y < tMax.z) {
tDist = tMax.y;
tMax.y += tDelta.y;
currentVoxel.y += step.y;
} else {
tDist = tMax.z;
tMax.z += tDelta.z;
currentVoxel.z += step.z;
}
}
}
NextVoxel(X,Y);
}*/
/*
We loop until either we find a voxel with a non-empty object list or we fall out of the end of the grid.
Extending the algorithm to three dimensions simply requires that we add the appropriate z variables and
find the minimum of tMaxX, tMaxY and tMaxZ during each iteration. This results in:
list= NIL;
do {
if(tMaxX < tMaxY) {
if(tMaxX < tMaxZ) {
X= X + stepX;
if(X == justOutX)
return(NIL);
tMaxX= tMaxX + tDeltaX;
} else {
Z= Z + stepZ;
if(Z == justOutZ)
return(NIL);
tMaxZ= tMaxZ + tDeltaZ;
}
} else {
if(tMaxY < tMaxZ) {
Y= Y + stepY;
if(Y == justOutY)
return(NIL);
tMaxY= tMaxY + tDeltaY;
} else {
Z= Z + stepZ;
if(Z == justOutZ)
return(NIL);
tMaxZ= tMaxZ + tDeltaZ;
}
}
list= ObjectList[X][Y][Z];
} while(list == NIL);
return(list);*/
return hit;
}
};
#endif
#endif

View File

@@ -170,20 +170,18 @@ public:
}
bool operator<(const Vec3& other) const {
return (x < other.x) ||
(x == other.x && y < other.y) ||
return (x < other.x && y == other.y && z == other.z) ||
(x == other.x && y < other.y && z == other.z) ||
(x == other.x && y == other.y && z < other.z);
}
bool operator<=(const Vec3& other) const {
return (x < other.x) ||
(x == other.x && y < other.y) ||
(x == other.x && y == other.y && z <= other.z);
return (x <= other.x) && (y <= other.y) && (z <= other.z);
}
bool operator>(const Vec3& other) const {
return (x > other.x) ||
(x == other.x && y > other.y) ||
return (x > other.x && y == other.y && z == other.z) ||
(x == other.x && y > other.y && z == other.z) ||
(x == other.x && y == other.y && z > other.z);
}
@@ -192,9 +190,11 @@ public:
}
bool operator>=(const Vec3& other) const {
return (x > other.x) ||
(x == other.x && y > other.y) ||
(x == other.x && y == other.y && z >= other.z);
return (x >= other.x) && (y >= other.y) && (z >= other.z);
}
bool operator>=(size_t scalar) const {
return (x >= scalar && y >= scalar && z >= scalar);
}
Vec3 abs() const {
@@ -400,6 +400,7 @@ public:
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec3i = Vec3<int>;
using Vec3i8 = Vec3<int8_t>;
using Vec3ui8 = Vec3<uint8_t>;
using Vec3T = Vec3<size_t>;
@@ -428,4 +429,28 @@ Vec3<T> min(Vec3<T> a, Vec3<T> b) {
return a.min(b);
}
template<typename T>
Vec3<T> mix(const Vec3<T>& a, const Vec3<T>& b, const Vec3<bool>& mask) {
return Vec3<T>(
mask.x ? b.x : a.x,
mask.y ? b.y : a.y,
mask.z ? b.z : a.z
)
}
template<typename T>
std::pair<Vec3<T>, Vec3<T>> multiMix(const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c, const Vec3<T>& d, const Vec3<bool>& mask) {
outa = Vec3<T>(
mask.x ? b.x : a.x,
mask.y ? b.y : a.y,
mask.z ? b.z : a.z
)
outb = Vec3<T>(
mask.x ? d.x : c.x,
mask.y ? d.y : c.y,
mask.z ? d.z : c.z
)
}
#endif