done with trying to copy treexy. it wasnt better after I implemented it. going to switch back to my method.

This commit is contained in:
Yggdrasil75
2026-01-13 14:56:59 -05:00
parent 082682a339
commit 40c761edb7
3 changed files with 75 additions and 117 deletions

1
.gitmodules vendored
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@@ -4,3 +4,4 @@
[submodule "stb"] [submodule "stb"]
path = stb path = stb
url = https://github.com/nothings/stb url = https://github.com/nothings/stb

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@@ -1,9 +1,41 @@
// test_voxel_render.cpp
#include "../util/grid/grid33.hpp" #include "../util/grid/grid33.hpp"
//#include "../util/grid/treexy/treexy_serialization.hpp"
#include "../util/output/bmpwriter.hpp" #include "../util/output/bmpwriter.hpp"
#include "../util/noise/pnoise2.hpp"
#include "../util/timing_decorator.cpp"
#include <random> #include <random>
#include <iostream> #include <iostream>
struct configuration {
float threshold = 0.1;
int gridWidth = 128;
int gridHeight = 128;
int gridDepth = 128;
PNoise2 noise = PNoise2(42);
};
void setup(configuration& config, VoxelGrid<Vec3ui8, 2, 3>& grid) {
TIME_FUNCTION;
uint8_t thresh = config.threshold * 255;
for (int z = 0; z < config.gridDepth; ++z) {
if (z % 64 == 0) {
std::cout << "Processing layer " << z << " of " << config.gridDepth << std::endl;
}
for (int y = 0; y < config.gridHeight; ++y) {
for (int x = 0; x < config.gridWidth; ++x) {
uint8_t r = std::clamp(config.noise.permute(Vec3f(static_cast<float>(x) / config.gridWidth / 64, static_cast<float>(y) / config.gridHeight / 64, static_cast<float>(z) / config.gridDepth / 64)), 0.f, 1.f) * 255;
uint8_t g = std::clamp(config.noise.permute(Vec3f(static_cast<float>(x) / config.gridWidth / 32, static_cast<float>(y) / config.gridHeight / 32, static_cast<float>(z) / config.gridDepth / 32)), 0.f, 1.f) * 255;
uint8_t b = std::clamp(config.noise.permute(Vec3f(static_cast<float>(x) / config.gridWidth / 16, static_cast<float>(y) / config.gridHeight / 16, static_cast<float>(z) / config.gridDepth / 16)), 0.f, 1.f) * 255;
uint8_t a = std::clamp(config.noise.permute(Vec3f(static_cast<float>(x) / config.gridWidth / 8 , static_cast<float>(y) / config.gridHeight / 8 , static_cast<float>(z) / config.gridDepth / 8 )), 0.f, 1.f) * 255;
if (a > thresh) {
bool wasOn = grid.setVoxelColor(Vec3d(x,y,z), Vec3ui8(r,g,b));
}
}
}
}
}
int main() { int main() {
// Initialize random number generator // Initialize random number generator
std::random_device rd; std::random_device rd;
@@ -14,32 +46,8 @@ int main() {
// Create a voxel grid with 0.1 unit resolution // Create a voxel grid with 0.1 unit resolution
VoxelGrid<Vec3ui8, 2, 3> voxelGrid(0.1); VoxelGrid<Vec3ui8, 2, 3> voxelGrid(0.1);
std::cout << "Placing 10 random colored voxels..." << std::endl; configuration config;
setup(config, voxelGrid);
// 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; std::cout << "\nMemory usage: " << voxelGrid.getMemoryUsage() << " bytes" << std::endl;
@@ -53,15 +61,16 @@ int main() {
std::vector<uint8_t> imageBuffer; std::vector<uint8_t> imageBuffer;
// Render with orthographic projection (view along Z axis) // Render with orthographic projection (view along Z axis)
voxelGrid.renderProjectedToRGBBuffer(imageBuffer, width, height, Vec3d camPos = Vec3d(config.gridDepth, config.gridHeight, config.gridWidth * 2);
Vec3d(0, 0, 1), // View direction (looking along Z) Vec3d lookAt = Vec3d(config.gridDepth / 2, config.gridHeight / 2, config.gridWidth / 2);
Vec3d(0, 1, 0)); // Up direction Vec3d viewDir = (lookAt-camPos).normalized();
voxelGrid.renderToRGB(imageBuffer, width, height, camPos, viewDir, Vec3d(0, 1, 0), 80.f);
std::cout << "Image buffer size: " << imageBuffer.size() << " bytes" << std::endl; std::cout << "Image buffer size: " << imageBuffer.size() << " bytes" << std::endl;
std::cout << "Expected size: " << (width * height * 3) << " bytes" << std::endl; std::cout << "Expected size: " << (width * height * 3) << " bytes" << std::endl;
// Save to BMP using BMPWriter // Save to BMP using BMPWriter
std::string filename = "voxel_render.bmp"; std::string filename = "output/voxel_render.bmp";
// Create a frame object from the buffer // Create a frame object from the buffer
frame renderFrame(width, height, frame::colormap::RGB); frame renderFrame(width, height, frame::colormap::RGB);
@@ -71,33 +80,8 @@ int main() {
if (BMPWriter::saveBMP(filename, renderFrame)) { if (BMPWriter::saveBMP(filename, renderFrame)) {
std::cout << "Successfully saved to: " << filename << std::endl; 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 { } else {
std::cout << "Failed to save BMP!" << std::endl; 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 // Test accessor functionality
@@ -132,6 +116,7 @@ int main() {
}); });
std::cout << "\nTotal voxels in grid: " << voxelCount << std::endl; std::cout << "\nTotal voxels in grid: " << voxelCount << std::endl;
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
return 0; return 0;
} }

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@@ -7,6 +7,7 @@
#include <iostream> #include <iostream>
#include "../vectorlogic/vec3.hpp" #include "../vectorlogic/vec3.hpp"
#include "../basicdefines.hpp" #include "../basicdefines.hpp"
#include "../timing_decorator.hpp"
/// @brief Finds the index of the least significant bit set to 1 in a 64-bit integer. /// @brief Finds the index of the least significant bit set to 1 in a 64-bit integer.
/// @details Uses compiler intrinsics (_BitScanForward64, __builtin_ctzll) where available, /// @details Uses compiler intrinsics (_BitScanForward64, __builtin_ctzll) where available,
@@ -658,8 +659,8 @@ public:
/// @param upDir The up vector of the camera. /// @param upDir The up vector of the camera.
/// @param fov the field of view for the camera /// @param fov the field of view for the camera
void renderToRGB(std::vector<uint8_t>& buffer, int width, int height, const Vec3d& viewOrigin, void renderToRGB(std::vector<uint8_t>& buffer, int width, int height, const Vec3d& viewOrigin,
const Vec3d& viewDir, const Vec3d& upDir, float fov = 80) { const Vec3d& viewDir, const Vec3d& upDir, float fov = 80) {
// Resize buffer to hold width * height * 3 bytes (RGB) TIME_FUNCTION;
buffer.resize(width * height * 3); buffer.resize(width * height * 3);
std::fill(buffer.begin(), buffer.end(), 0); std::fill(buffer.begin(), buffer.end(), 0);
@@ -674,14 +675,11 @@ public:
// Compute focal length based on FOV // Compute focal length based on FOV
double aspectRatio = static_cast<double>(width) / static_cast<double>(height); double aspectRatio = static_cast<double>(width) / static_cast<double>(height);
double fovRad = fov * M_PI / 180.0; double fovRad = fov * M_PI / 180.0;
double focalLength = 1.0 / tan(fovRad * 0.5); double focalLength = 0.5 / tan(fovRad * 0.5); // Reduced for wider view
// Precompute scaling factors for screen coordinates // Pixel to world scaling
double pixelWidth = 2.0 / (width - 1); double pixelWidth = 2.0 * focalLength / width;
double pixelHeight = 2.0 / (height - 1); double pixelHeight = 2.0 * focalLength / height;
// Compute half voxel size for accurate ray-voxel intersection
double halfVoxel = resolution * 0.5;
// Create an accessor for efficient voxel lookup // Create an accessor for efficient voxel lookup
Accessor accessor = createAccessor(); Accessor accessor = createAccessor();
@@ -689,81 +687,55 @@ public:
// For each pixel in the output image // For each pixel in the output image
for (int y = 0; y < height; ++y) { for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) { for (int x = 0; x < width; ++x) {
// Convert pixel coordinates to normalized device coordinates [-1, 1] // Calculate pixel position in camera space
double ndcX = (2.0 * x / (width - 1)) - 1.0; double u = (x - width * 0.5) * pixelWidth;
double ndcY = 1.0 - (2.0 * y / (height - 1)); // Flip Y double v = (height * 0.5 - y) * pixelHeight;
// Scale by aspect ratio // Compute ray direction in world space
ndcX *= aspectRatio; Vec3d rayDirWorld = viewDirN * focalLength +
rightDir * u +
// Compute ray direction in camera space realUpDir * v;
Vec3d rayDirCam(ndcX, ndcY, focalLength);
// Transform ray direction to world space
Vec3d rayDirWorld = (rightDir * rayDirCam.x) +
(realUpDir * rayDirCam.y) +
(viewDirN * rayDirCam.z);
rayDirWorld = rayDirWorld.normalized(); rayDirWorld = rayDirWorld.normalized();
// Set up ray marching // Set up ray marching
Vec3d rayPos = viewOrigin; Vec3d rayPos = viewOrigin;
double maxDistance = 100.0; // Maximum ray distance double maxDistance = 1000.0; // Increased maximum ray distance
double stepSize = resolution; // Step size for ray marching double stepSize = resolution * 0.5; // Smaller step size
// Ray marching loop // Ray marching loop
for (double t = 0; t < maxDistance; t += stepSize) { bool hit = false;
for (double t = 0; t < maxDistance && !hit; t += stepSize) {
rayPos = viewOrigin + rayDirWorld * t; rayPos = viewOrigin + rayDirWorld * t;
// Check if we're inside the grid bounds
if (rayPos.x < 0 || rayPos.y < 0 || rayPos.z < 0 ||
rayPos.x >= 128 || rayPos.y >= 128 || rayPos.z >= 128) {
continue;
}
// Convert world position to voxel coordinate // Convert world position to voxel coordinate
Vec3i coord = posToCoord(rayPos); Vec3i coord = posToCoord(rayPos);
// Look up voxel value using accessor (cached for efficiency) // Look up voxel value using accessor
DataT* voxelData = accessor.value(coord); DataT* voxelData = accessor.value(coord);
if (voxelData) { if (voxelData) {
// Voxel hit - extract color // Voxel hit - extract color
// Assuming DataT is Vec3ui8 or compatible
Vec3ui8* colorPtr = reinterpret_cast<Vec3ui8*>(voxelData); Vec3ui8* colorPtr = reinterpret_cast<Vec3ui8*>(voxelData);
// Get buffer index for this pixel // Get buffer index for this pixel
size_t pixelIdx = (y * width + x) * 3; size_t pixelIdx = (y * width + x) * 3;
// Apply simple shading based on normal // Simple distance-based attenuation
// Estimate normal by checking neighbors double distance = t;
double shading = 1.0; double attenuation = 1.0 / (1.0 + distance * 0.01);
// Check neighboring voxels to estimate surface normal // Store color in buffer with attenuation
Vec3d voxelCenter = Vec3iToPos(coord); buffer[pixelIdx] = static_cast<uint8_t>(colorPtr->x * attenuation);
Vec3d toRay = (rayPos - voxelCenter).normalized(); buffer[pixelIdx + 1] = static_cast<uint8_t>(colorPtr->y * attenuation);
buffer[pixelIdx + 2] = static_cast<uint8_t>(colorPtr->z * attenuation);
// Simple normal estimation by checking adjacent voxels
Vec3i neighbors[6] = {
Vec3i(coord.x + 1, coord.y, coord.z),
Vec3i(coord.x - 1, coord.y, coord.z),
Vec3i(coord.x, coord.y + 1, coord.z),
Vec3i(coord.x, coord.y - 1, coord.z),
Vec3i(coord.x, coord.y, coord.z + 1),
Vec3i(coord.x, coord.y, coord.z - 1)
};
// Count empty neighbors to estimate surface orientation
int emptyCount = 0;
for (int i = 0; i < 6; ++i) {
if (!accessor.value(neighbors[i])) {
emptyCount++;
}
}
// Simple shading: more visible if fewer neighbors (edge/corner)
if (emptyCount > 0) {
shading = 0.7 + 0.3 * (emptyCount / 6.0);
}
// Store color in buffer with shading
buffer[pixelIdx] = static_cast<uint8_t>(colorPtr->x * shading);
buffer[pixelIdx + 1] = static_cast<uint8_t>(colorPtr->y * shading);
buffer[pixelIdx + 2] = static_cast<uint8_t>(colorPtr->z * shading);
hit = true;
break; // Stop ray marching after hitting first voxel break; // Stop ray marching after hitting first voxel
} }
} }