gonna push this cause its kinda there. but not really.
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@@ -29,8 +29,8 @@ struct Camera {
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class VoxelGrid {
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private:
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double binSize = 1;
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Vec3T gridSize;
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//size_t width, height, depth;
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Vec3i gridSize;
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//int width, height, depth;
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std::vector<Voxel> voxels;
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float radians(float rads) {
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return rads * (M_PI / 180);
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@@ -69,49 +69,60 @@ private:
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}
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public:
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VoxelGrid(size_t w, size_t h, size_t d) : gridSize(w,h,d) {
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VoxelGrid() : gridSize(0,0,0) {
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std::cout << "creating empty grid." << std::endl;
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}
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VoxelGrid(int w, int h, int d) : gridSize(w,h,d) {
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voxels.resize(w * h * d);
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}
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Voxel& get(size_t x, size_t y, size_t z) {
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Voxel& get(int x, int y, int z) {
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return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x];
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}
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const Voxel& get(size_t x, size_t y, size_t z) const {
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const Voxel& get(int x, int y, int z) const {
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return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x];
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}
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Voxel& get(const Vec3T& xyz) {
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Voxel& get(const Vec3i& xyz) {
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return voxels[xyz.z * gridSize.x * gridSize.y + xyz.y * gridSize.x + xyz.x];
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}
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void resize() {
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//TODO: proper resizing
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void resize(int newW, int newH, int newD) {
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std::vector<Voxel> newVoxels(newW * newH * newD);
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int copyW = std::min(static_cast<int>(gridSize.x), newW);
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int copyH = std::min(static_cast<int>(gridSize.y), newH);
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int copyD = std::min(static_cast<int>(gridSize.z), newD);
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for (int z = 0; z < copyD; ++z) {
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for (int y = 0; y < copyH; ++y) {
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int oldRowStart = z * gridSize.x * gridSize.y + y * gridSize.x;
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int newRowStart = z * newW * newH + y * newW;
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std::copy(
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voxels.begin() + oldRowStart,
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voxels.begin() + oldRowStart + copyW,
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newVoxels.begin() + newRowStart
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);
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}
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}
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voxels = std::move(newVoxels);
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gridSize = Vec3i(newW, newH, newD);
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}
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void set(size_t x, size_t y, size_t z, bool active, Vec3ui8 color) {
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set(Vec3T(x,y,z), active, color);
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void set(int x, int y, int z, bool active, Vec3ui8 color) {
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set(Vec3i(x,y,z), active, color);
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}
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void set(Vec3T pos, bool active, Vec3ui8 color) {
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void set(Vec3i pos, bool active, Vec3ui8 color) {
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if (pos.x >= 0 || pos.y >= 0 || pos.z >= 0) {
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if (!(pos.x < gridSize.x)) {
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//until resizing added:
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return;
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gridSize.x = pos.x;
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resize();
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resize(pos.x, gridSize.y, gridSize.z);
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}
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else if (!(pos.y < gridSize.y)) {
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//until resizing added:
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return;
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gridSize.y = pos.y;
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resize();
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resize(gridSize.x, pos.y, gridSize.z);
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}
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else if (!(pos.z < gridSize.z)) {
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//until resizing added:
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return;
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gridSize.z = pos.z;
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resize();
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resize(gridSize.x, gridSize.y, pos.z);
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}
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Voxel& v = get(pos);
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@@ -120,7 +131,7 @@ public:
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}
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}
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void set(Vec3T pos, Vec4ui8 rgbaval) {
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void set(Vec3i pos, Vec4ui8 rgbaval) {
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set(pos, static_cast<float>(rgbaval.a / 255), rgbaval.toVec3());
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}
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@@ -129,9 +140,9 @@ public:
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return (voxl >= 0 && voxl.x < gridSize.x && voxl.y < gridSize.y && voxl.z < gridSize.z);
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}
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void voxelTraverse(const Vec3d& origin, const Vec3d& end, std::vector<Vec3T>& visitedVoxel) {
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Vec3T cv = (origin / binSize).floorToT();
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Vec3T lv = (end / binSize).floorToT();
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void voxelTraverse(const Vec3d& origin, const Vec3d& end, std::vector<Vec3i>& visitedVoxel) {
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Vec3i cv = (origin / binSize).floorToI();
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Vec3i lv = (end / binSize).floorToI();
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Vec3d ray = end - origin;
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Vec3f step = Vec3f(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
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Vec3d nextVox = cv.toDouble() + step * binSize;
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@@ -142,7 +153,7 @@ public:
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ray.y != 0 ? binSize / ray.y * step.y : INF,
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ray.z != 0 ? binSize / ray.z * step.z : INF);
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Vec3T diff(0,0,0);
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Vec3i diff(0,0,0);
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bool negRay = false;
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if (cv.x != lv.x && ray.x < 0) {
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diff.x = diff.x--;
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@@ -187,17 +198,17 @@ public:
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return; // &&visitedVoxel;
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}
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size_t getWidth() const {
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int getWidth() const {
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return gridSize.x;
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}
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size_t getHeight() const {
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int getHeight() const {
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return gridSize.y;
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}
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size_t getDepth() const {
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int getDepth() const {
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return gridSize.z;
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}
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frame renderFrame(const Vec3f& CamPos, const Vec3f& dir, const Vec3f& up, float fov, size_t outW, size_t outH, frame::colormap colorformat = frame::colormap::RGB) {
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frame renderFrame(const Vec3f& CamPos, const Vec3f& dir, const Vec3f& up, float fov, int outW, int outH, frame::colormap colorformat = frame::colormap::RGB) {
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TIME_FUNCTION;
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Vec3f forward = (dir - CamPos).normalized();
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Vec3f right = forward.cross(up).normalized();
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@@ -210,10 +221,10 @@ public:
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frame outFrame(outH, outW, frame::colormap::RGB);
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std::vector<uint8_t> colorBuffer(outW * outH * 3);
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#pragma omp parallel for
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for (size_t y = 0; y < outH; y++) {
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for (int y = 0; y < outH; y++) {
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float v = (static_cast<float>(y) / static_cast<float>(outH - 1)) - 0.5f;
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for (size_t x = 0; x < outW; x++) {
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std::vector<Vec3T> hitVoxels;
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for (int x = 0; x < outW; x++) {
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std::vector<Vec3i> hitVoxels;
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float u = (static_cast<float>(x) / static_cast<float>(outW - 1)) - 0.5f;
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Vec3f rayDirWorld = (forward + right * (u * viewW) + upCor * (v * viewH)).normalized();
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Vec3f rayEnd = CamPos + rayDirWorld * maxDist;
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@@ -221,7 +232,7 @@ public:
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Vec3d rayEndGrid = rayEnd.toDouble() / binSize;
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voxelTraverse(rayStartGrid, rayEndGrid, hitVoxels);
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Vec3ui8 hitColor(10, 10, 255);
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for (const Vec3T& voxelPos : hitVoxels) {
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for (const Vec3i& voxelPos : hitVoxels) {
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if (inGrid(voxelPos)) {
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const Voxel& voxel = get(voxelPos);
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if (voxel.active) {
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@@ -236,14 +247,14 @@ public:
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// Set pixel color in buffer
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switch (colorformat) {
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case frame::colormap::RGB: {
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size_t idx = (y * outW + x) * 3;
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int idx = (y * outW + x) * 3;
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colorBuffer[idx + 0] = hitColor.x;
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colorBuffer[idx + 1] = hitColor.y;
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colorBuffer[idx + 2] = hitColor.z;
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break;
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}
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case frame::colormap::BGRA: {
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size_t idx = (y * outW + x) * 4;
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int idx = (y * outW + x) * 4;
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colorBuffer[idx + 3] = hitColor.x;
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colorBuffer[idx + 2] = hitColor.y;
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colorBuffer[idx + 1] = hitColor.z;
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