bunch of fixes to the grid33 version

This commit is contained in:
Yggdrasil75
2026-01-13 07:51:03 -05:00
parent 5d614e6737
commit 3a183e0f92
5 changed files with 206 additions and 16 deletions

137
tests/g3test3.cpp Normal file
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// test_voxel_render.cpp
#include "../util/grid/grid33.hpp"
#include "../util/output/bmpwriter.hpp"
#include <random>
#include <iostream>
int main() {
// Initialize random number generator
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<> pos_dist(-1.0, 1.0);
std::uniform_int_distribution<> color_dist(0, 255);
// Create a voxel grid with 0.1 unit resolution
VoxelGrid<Vec3ui8, 2, 3> voxelGrid(0.1);
std::cout << "Placing 10 random colored voxels..." << std::endl;
// Place 10 random colored voxels
for (int i = 0; i < 10; ++i) {
// Generate random position
double x = pos_dist(gen);
double y = pos_dist(gen);
double z = pos_dist(gen);
// Generate random color
uint8_t r = static_cast<uint8_t>(color_dist(gen));
uint8_t g = static_cast<uint8_t>(color_dist(gen));
uint8_t b = static_cast<uint8_t>(color_dist(gen));
Vec3d worldPos(x, y, z);
Vec3ui8 color(r, g, b);
// Set voxel color
bool wasOn = voxelGrid.setVoxelColor(worldPos, color);
std::cout << "Voxel " << i + 1 << ": "
<< "Pos(" << x << ", " << y << ", " << z << ") "
<< "Color(RGB:" << static_cast<int>(r) << ","
<< static_cast<int>(g) << "," << static_cast<int>(b) << ") "
<< (wasOn ? "(overwritten)" : "(new)") << std::endl;
}
std::cout << "\nMemory usage: " << voxelGrid.getMemoryUsage() << " bytes" << std::endl;
// Render to BMP
std::cout << "\nRendering orthographic projection to BMP..." << std::endl;
int width = 512;
int height = 512;
// Create a buffer for the rendered image
std::vector<uint8_t> imageBuffer;
// Render with orthographic projection (view along Z axis)
voxelGrid.renderProjectedToRGBBuffer(imageBuffer, width, height,
Vec3d(0, 0, 1), // View direction (looking along Z)
Vec3d(0, 1, 0)); // Up direction
std::cout << "Image buffer size: " << imageBuffer.size() << " bytes" << std::endl;
std::cout << "Expected size: " << (width * height * 3) << " bytes" << std::endl;
// Save to BMP using BMPWriter
std::string filename = "voxel_render.bmp";
// Create a frame object from the buffer
frame renderFrame(width, height, frame::colormap::RGB);
renderFrame.setData(imageBuffer);
// Save as BMP
if (BMPWriter::saveBMP(filename, renderFrame)) {
std::cout << "Successfully saved to: " << filename << std::endl;
// Also save using the direct vector interface as backup
if (BMPWriter::saveBMP("voxel_render_direct.bmp", imageBuffer, width, height)) {
std::cout << "Also saved direct version: voxel_render_direct.bmp" << std::endl;
}
} else {
std::cout << "Failed to save BMP!" << std::endl;
// Try alternative save method
std::cout << "Trying alternative save method..." << std::endl;
// Convert to Vec3ui8 format
std::vector<Vec3ui8> pixelsVec3;
pixelsVec3.reserve(width * height);
for (size_t i = 0; i < imageBuffer.size(); i += 3) {
pixelsVec3.push_back(Vec3ui8(
imageBuffer[i],
imageBuffer[i + 1],
imageBuffer[i + 2]
));
}
if (BMPWriter::saveBMP("voxel_render_vec3.bmp", pixelsVec3, width, height)) {
std::cout << "Saved Vec3ui8 version: voxel_render_vec3.bmp" << std::endl;
} else {
std::cout << "All save methods failed!" << std::endl;
}
}
// Test accessor functionality
std::cout << "\nTesting accessor functionality..." << std::endl;
auto accessor = voxelGrid.createAccessor();
// Try to retrieve one of the voxels
Vec3d testPos(0.0, 0.0, 0.0); // Center point
Vec3i testCoord = voxelGrid.posToCoord(testPos);
Vec3ui8* retrievedColor = voxelGrid.getVoxelColor(testPos);
if (retrievedColor) {
std::cout << "Found voxel at center: Color(RGB:"
<< static_cast<int>(retrievedColor->x) << ","
<< static_cast<int>(retrievedColor->y) << ","
<< static_cast<int>(retrievedColor->z) << ")" << std::endl;
} else {
std::cout << "No voxel found at center position" << std::endl;
}
// Iterate through all voxels using forEachCell
std::cout << "\nIterating through all voxels:" << std::endl;
int voxelCount = 0;
voxelGrid.forEachCell([&](const Vec3ui8& color, const Vec3i& coord) {
Vec3d pos = voxelGrid.Vec3iToPos(coord);
std::cout << "Voxel " << ++voxelCount << ": "
<< "Coord(" << coord.x << ", " << coord.y << ", " << coord.z << ") "
<< "WorldPos(" << pos.x << ", " << pos.y << ", " << pos.z << ") "
<< "Color(RGB:" << static_cast<int>(color.x) << ","
<< static_cast<int>(color.y) << "," << static_cast<int>(color.z) << ")"
<< std::endl;
});
std::cout << "\nTotal voxels in grid: " << voxelCount << std::endl;
return 0;
}