well, fast enough I guess.

This commit is contained in:
Yggdrasil75
2026-01-23 10:13:51 -05:00
parent 9c0be89a8b
commit 4f409cedc5
2 changed files with 293 additions and 145 deletions

View File

@@ -66,6 +66,7 @@ struct Shared {
};
void setup(defaults config, VoxelGrid& grid) {
TIME_FUNCTION;
uint8_t threshold = 0.1 * 255;
grid.resize(config.gridWidth, config.gridHeight, config.gridDepth);
std::cout << "Generating grid of size " << config.gridWidth << "x" << config.gridHeight << "x" << config.gridDepth << std::endl;
@@ -83,10 +84,6 @@ void setup(defaults config, VoxelGrid& grid) {
size_t aValh = config.gridHeight / 8;
size_t aVald = config.gridDepth / 8;
// Collect all positions to set
std::vector<Vec3i> positions;
positions.reserve(config.gridWidth * config.gridHeight * config.gridDepth / 10); // Estimate 10% will be active
for (int z = 0; z < config.gridDepth; ++z) {
if (z % 64 == 0) {
std::cout << "Processing layer " << z << " of " << config.gridDepth << std::endl;
@@ -99,21 +96,10 @@ void setup(defaults config, VoxelGrid& grid) {
uint8_t b = config.noise.permute(Vec3f(static_cast<float>(x) * bValw, static_cast<float>(y) * bValh, static_cast<float>(z) * bVald)) * 255;
uint8_t a = config.noise.permute(Vec3f(static_cast<float>(x) * aValw, static_cast<float>(y) * aValh, static_cast<float>(z) * aVald)) * 255;
if (a > threshold) {
positions.emplace_back(x, y, z);
grid.set(Vec3i(x, y, z), true, Vec3ui8(r,g,b));
}
}
}
// Process in batches every few layers to manage memory
if (z % 8 == 0 && !positions.empty()) {
grid.setBatch(positions, true, Vec3ui8(255, 255, 255), 1.0f);
positions.clear();
}
}
// Process any remaining positions
if (!positions.empty()) {
grid.setBatch(positions, true, Vec3ui8(255, 255, 255), 1.0f);
}
std::cout << "Noise grid generation complete!" << std::endl;
@@ -121,6 +107,7 @@ void setup(defaults config, VoxelGrid& grid) {
}
void createGreenSphere(defaults config, VoxelGrid& grid) {
TIME_FUNCTION;
grid.resize(config.gridWidth, config.gridHeight, config.gridDepth);
std::cout << "Creating green sphere of size " << config.gridWidth << "x" << config.gridHeight << "x" << config.gridDepth << std::endl;
@@ -174,12 +161,14 @@ void createGreenSphere(defaults config, VoxelGrid& grid) {
}
}
// Process in batches to manage memory
if (z % 4 == 0 && !positions.empty()) {
grid.setBatch(positions, true, Vec3ui8(sphereConfig.r, sphereConfig.g, sphereConfig.b), 0.25f);
positions.clear();
}
// // Process in batches to manage memory
// if (z % 16 == 0 && !positions.empty()) {
// grid.setBatch(positions, true, Vec3ui8(sphereConfig.r, sphereConfig.g, sphereConfig.b), 0.25f);
// positions.clear();
// }
}
grid.setBatch(positions, true, Vec3ui8(sphereConfig.r, sphereConfig.g, sphereConfig.b), 0.25f);
positions.clear();
// Process any remaining positions
if (!positions.empty()) {
@@ -247,6 +236,7 @@ void startAVIRecording(int frameCount) {
}
void stopAndSaveAVI(defaults& config, const std::string& filename) {
TIME_FUNCTION;
std::lock_guard<std::mutex> lock(recordingMutex);
if (!recordedFrames.empty()) {
@@ -272,6 +262,7 @@ void stopAndSaveAVI(defaults& config, const std::string& filename) {
}
void saveSlices(const defaults& config, VoxelGrid& grid) {
TIME_FUNCTION;
std::vector<frame> frames = grid.genSlices(frame::colormap::RGB);
for (int i = 0; i < frames.size(); i++) {
std::string filename = "output/slices/" + std::to_string(i) + ".bmp";

View File

@@ -114,7 +114,7 @@ struct Chunk {
Voxel reprVoxel; //average of all voxels in chunk for LOD rendering
std::vector<bool> activeVoxels; //use this to specify active voxels in this chunk.
//std::vector<Voxel> voxels; //list of all voxels in chunk.
std::vector<size_t> voxelIndices;
std::vector<size_t> voxelIndices; //indices of voxels in the voxelGrid class
//std::vector<Chunk> children; //list of all chunks in chunk. for future use.
bool active; //active if any child chunk or child voxel is active. used to efficiently find active voxels by only going down when an active chunk is found.
int chunkSize; //should be (CHUNK_THRESHOLD/2) * 2 ^ depth I think. (ie: 1 depth will be (16/2)*(2^1) or 16, second will be (16/2)*(2^2) or 8*4=32)
@@ -141,17 +141,15 @@ struct Chunk {
}
// Convert local chunk position to index
size_t mortonIndex(const Vec3i& localPos) const {
static size_t mortonIndex(const Vec3i& localPos) {
uint8_t x = static_cast<uint8_t>(localPos.x) & 0x0F;
uint8_t y = static_cast<uint8_t>(localPos.y) & 0x0F;
uint8_t z = static_cast<uint8_t>(localPos.z) & 0x0F;
// Spread 4 bits using lookup tables or bit operations
// For 4 bits: x = abcd -> a000b000c000d
uint16_t xx = x;
xx = (xx | (xx << 4)) & 0x0F0F; // 0000abcd -> 0000abcd0000abcd
xx = (xx | (xx << 2)) & 0x3333; // -> 00ab00cd00ab00cd
xx = (xx | (xx << 1)) & 0x5555; // -> 0a0b0c0d0a0b0c0d
xx = (xx | (xx << 4)) & 0x0F0F;
xx = (xx | (xx << 2)) & 0x3333;
xx = (xx | (xx << 1)) & 0x5555;
uint16_t yy = y;
yy = (yy | (yy << 4)) & 0x0F0F;
@@ -163,27 +161,26 @@ struct Chunk {
zz = (zz | (zz << 2)) & 0x3333;
zz = (zz | (zz << 1)) & 0x5555;
// Combine: x in bit 0, y in bit 1, z in bit 2
return xx | (yy << 1) | (zz << 2);
}
// Get voxel at world position
Voxel& getWVoxel(const Vec3i& worldPos) {
// Get local index at world position
size_t getWIndex(const Vec3i& worldPos) {
Vec3i local = worldToLocal(worldPos);
return voxelIndices[mortonIndex(local)];
}
const Voxel& getWVoxel(const Vec3i& worldPos) const {
const size_t getWIndex(const Vec3i& worldPos) const {
Vec3i local = worldToLocal(worldPos);
return voxelIndices[mortonIndex(local)];
}
Voxel& getLVoxel(const Vec3i& localPos) {
return voxelIndices[mortonIndex(localPos)];
size_t getLIndex(const Vec3i& localPos) {
return mortonIndex(localPos);
}
const Voxel& getLVoxel(const Vec3i& localPos) const {
return voxelIndices[mortonIndex(localPos)];
const size_t getLIndex(const Vec3i& localPos) const {
return mortonIndex(localPos);
}
// Set voxel at world position
@@ -210,61 +207,60 @@ struct Chunk {
}
// Ray bypass - calculate where ray exits this chunk
bool rayBypass(const Vec3f& rayOrigin, const Vec3f& rayDir, float& tExit) const {
bool rayBypass(const Vec3f& rayOrigin, const Vec3f& rayDir, float& tEntry, float& tExit) const {
Vec3f invDir = rayDir.safeInverse();
Vec3f t1 = (minCorner.toFloat() - rayOrigin) * invDir;
Vec3f t2 = (maxCorner.toFloat() - rayOrigin) * invDir;
Vec3f tMinVec = t1.min(t2);
Vec3f tMaxVec = t1.max(t2);
float tNear = tMinVec.maxComp();
float tFar = tMaxVec.minComp();
Vec3f tMin = t1.min(t2);
Vec3f tMax = t1.max(t2);
float tNear = tMin.maxComp();
tExit = tMax.minComp();
return tMax >= tMin && tMax >= 0.0f;
tEntry = tNear;
tExit = tFar;
return tFar >= tNear && tFar >= 0.0f;
}
bool inChunk(Vec3i voxl) const {
return voxl.AllGTE(0) && voxl.AllLT(chunkSize);
}
// Ray traverse within this chunk
bool rayTraverse(const Vec3f& origin, const Vec3f& end, Voxel& outVoxel, std::vector<size_t>& hitIndices) const {
Vec3i cv = origin.floorToI();
Vec3i lv = end.floorToI();
Vec3f ray = end - origin;
Vec3<int8_t> step = Vec3<int8_t>(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -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);
Vec3f tMax;
if (ray.x > 0) {
tMax.x = (std::floor(origin.x) + 1.0f - origin.x) / ray.x;
} else if (ray.x < 0) {
tMax.x = (origin.x - std::floor(origin.x)) / -ray.x;
} else tMax.x = INF;
///TODO: get this to actually work.
bool rayTraverse(const Vec3f& origin, const Vec3f& end, Vec3f tDelta, Vec3<int8_t> step, Vec3f tMax, std::vector<size_t>& activeIndices, Vec3i& cv) const {
cv -= minCorner;
//lv -= minCorner;
//Vec3f localOrigin = origin - minCorner.toFloat();
//Vec3<int8_t> cv = localOrigin.floorToI();
Vec3f localEnd = end - minCorner.toFloat();
Vec3i lv = localEnd.floorToI();
//Vec3f ray = localEnd - localOrigin;
if (ray.y > 0) {
tMax.y = (std::floor(origin.y) + 1.0f - origin.y) / ray.y;
} else if (ray.y < 0) {
tMax.y = (origin.y - std::floor(origin.y)) / -ray.y;
} else tMax.y = INF;
// Vec3f tMax;
// if (ray.x > 0) {
// tMax.x = (std::floor(localOrigin.x) + 1.0f - localOrigin.x) / ray.x;
// } else if (ray.x < 0) {
// tMax.x = (localOrigin.x - std::floor(localOrigin.x)) / -ray.x;
// } else tMax.x = INF;
if (ray.z > 0) {
tMax.z = (std::floor(origin.z) + 1.0f - origin.z) / ray.z;
} else if (ray.z < 0) {
tMax.z = (origin.z - std::floor(origin.z)) / -ray.z;
} else tMax.z = INF;
// if (ray.y > 0) {
// tMax.y = (std::floor(localOrigin.y) + 1.0f - localOrigin.y) / ray.y;
// } else if (ray.y < 0) {
// tMax.y = (localOrigin.y - std::floor(localOrigin.y)) / -ray.y;
// } else tMax.y = INF;
std::vector<size_t> activeIndices;
activeIndices.reserve(16);
while (cv != lv && inChunk(cv)) {
size_t idx = mortonIndex(cv.x, cv.y, cv.z);
// if (ray.z > 0) {
// tMax.z = (std::floor(localOrigin.z) + 1.0f - localOrigin.z) / ray.z;
// } else if (ray.z < 0) {
// tMax.z = (localOrigin.z - std::floor(localOrigin.z)) / -ray.z;
// } else tMax.z = INF;
if (voxels[idx].active) {
activeIndices.push_back(idx);
while (cv != lv && activeIndices.size() < 16 && inChunk(cv)) {
size_t idx = mortonIndex(cv);
if (activeVoxels[idx]) {
activeIndices.push_back(voxelIndices[idx]);
}
int axis = (tMax.x < tMax.y) ?
((tMax.x < tMax.z) ? 0 : 2) :
((tMax.y < tMax.z) ? 1 : 2);
@@ -284,29 +280,13 @@ struct Chunk {
break;
}
}
cv += minCorner;
// Second pass: process only active voxels
outVoxel.alpha = 0.0f;
outVoxel.active = !activeIndices.empty();
for (size_t idx : activeIndices) {
if (outVoxel.alpha >= 1.0f) break;
const Voxel& curVoxel = voxels[idx];
float remainingOpacity = 1.0f - outVoxel.alpha;
float contribution = curVoxel.alpha * remainingOpacity;
if (outVoxel.alpha < EPSILON) {
outVoxel.color = curVoxel.color;
} else {
outVoxel.color = outVoxel.color + (curVoxel.color * remainingOpacity);
}
outVoxel.alpha += contribution;
}
return true;
}
// Build representation voxel (average of all active voxels)
void buildReprVoxel() {
void buildReprVoxel(const std::vector<Voxel>& voxels) {
if (!active) {
reprVoxel = Voxel();
return;
@@ -330,11 +310,7 @@ struct Chunk {
}
if (activeCount > 0) {
reprVoxel.color = Vec3ui8(
static_cast<uint8_t>(accumColor.x / activeCount),
static_cast<uint8_t>(accumColor.y / activeCount),
static_cast<uint8_t>(accumColor.z / activeCount)
);
reprVoxel.color = accumColor / activeCount;
reprVoxel.alpha = accumAlpha / activeCount;
reprVoxel.weight = accumWeight / activeCount;
reprVoxel.active = true;
@@ -349,7 +325,8 @@ private:
Vec3i gridSize;
std::vector<Voxel> voxels;
std::vector<bool> activeVoxels;
std::unordered_map<Vec3i, Chunk, Vec3i::Hash> chunkList;
std::vector<Chunk> chunks;
std::vector<bool> activeChunks;
int xyPlane;
float radians(float rads) {
@@ -362,14 +339,40 @@ private:
void updateChunkStatus(const Vec3i& pos, bool isActive) {
Vec3i chunkCoord = getChunkCoord(pos);
size_t chunkIdx = chunkMortonIndex(chunkCoord);
// If chunk doesn't exist, create it
if (chunks.size() >= chunkIdx) {
Vec3i chunkMin = chunkCoord * CHUNK_THRESHOLD;
chunks[chunkIdx] = Chunk(chunkMin, CHUNK_THRESHOLD, 0);
}
// Update chunk active status
if (isActive) {
chunkList[chunkCoord].active = true;
chunks[chunkIdx].active = true;
activeChunks[chunkIdx] = true;
}
}
void removeInactiveChunks() {
// Remove chunks that are no longer active
for (size_t i = 0; i < activeChunks.size(); ++i) {
if (!activeChunks[i]) {
if (i < chunks.size()) {
// Reset the chunk to inactive state and clear its data
chunks[i].active = false;
chunks[i].activeVoxels.assign(chunks[i].activeVoxels.size(), false);
chunks[i].reprVoxel = Voxel();
}
}
}
}
size_t mortonEncode(Vec3i pos) const {
return mortonEncode(pos.x, pos.y, pos.z);
}
size_t mortonEncode(int x, int y, int z) const {
//TIME_FUNCTION;
size_t result = 0;
uint64_t xx = x & 0x1FFFFF; // Mask to 21 bits
uint64_t yy = y & 0x1FFFFF;
@@ -397,6 +400,29 @@ private:
result = xx | (yy << 1) | (zz << 2);
return result;
}
static size_t chunkMortonIndex(const Vec3i& chunkpos) {
uint8_t x = static_cast<uint8_t>(chunkpos.x) & 0x0F;
uint8_t y = static_cast<uint8_t>(chunkpos.y) & 0x0F;
uint8_t z = static_cast<uint8_t>(chunkpos.z) & 0x0F;
uint16_t xx = x;
xx = (xx | (xx << 4)) & 0x0F0F;
xx = (xx | (xx << 2)) & 0x3333;
xx = (xx | (xx << 1)) & 0x5555;
uint16_t yy = y;
yy = (yy | (yy << 4)) & 0x0F0F;
yy = (yy | (yy << 2)) & 0x3333;
yy = (yy | (yy << 1)) & 0x5555;
uint16_t zz = z;
zz = (zz | (zz << 4)) & 0x0F0F;
zz = (zz | (zz << 2)) & 0x3333;
zz = (zz | (zz << 1)) & 0x5555;
return xx | (yy << 1) | (zz << 2);
}
bool intersectRayAABB(const Vec3f& origin, const Vec3f& dir, const Vec3f& boxMin, const Vec3f& boxMax, float& tNear, float& tFar) const {
Vec3f invDir = dir.safeInverse();
@@ -446,6 +472,81 @@ private:
return dirs;
}
void rebuildChunks() {
chunks.clear();
activeChunks.clear();
// Pre-allocate chunks
Vec3i chunkGridSize = (gridSize + CHUNK_THRESHOLD - 1) / CHUNK_THRESHOLD;
Vec3i maxChunkPos = chunkGridSize - 1;
size_t maxChunkIdx = chunkMortonIndex(maxChunkPos);
chunks.resize(maxChunkIdx + 1);
activeChunks.resize(maxChunkIdx + 1, false);
for (int z = 0; z < gridSize.z; ++z) {
//if z mod 16 then make a new chunk
for (int y = 0; y < gridSize.y; ++y) {
//if y mod 16, then make a new chunk
for (int x = 0; x < gridSize.x; ++x) {
//if x mod 16 then make a new chunk
Vec3i pos(x,y,z);
Vec3i chunkPos = getChunkCoord(pos);
size_t idx = mortonEncode(pos);
size_t chunkidx = chunkMortonIndex(chunkPos);
if (chunkidx >= chunks.size()) {
chunks.resize(chunkidx + 1);
activeChunks.resize(chunkidx + 1, false);
}
// Initialize chunk if it's empty/uninitialized
if (chunks[chunkidx].chunkSize == 0) {
chunks[chunkidx] = Chunk(chunkPos * CHUNK_THRESHOLD, CHUNK_THRESHOLD, 0);
}
if (activeVoxels[idx]) {
chunks[chunkidx].setVoxel(pos, voxels[idx], idx);
activeChunks[chunkidx] = true;
}
}
}
}
removeInactiveChunks();
}
// Get chunk at position
const Chunk* getChunk(const Vec3i& worldPos) const {
Vec3i chunkCoord = getChunkCoord(worldPos);
size_t chunkIdx = chunkMortonIndex(chunkCoord);
if (chunkIdx < chunks.size()) {
return &chunks[chunkIdx];
}
return nullptr;
}
// Get all active chunks
std::vector<const Chunk*> getActiveChunks() const {
std::vector<const Chunk*> result;
result.reserve(activeChunks.size());
for (size_t i = 0; i < chunks.size(); ++i) {
if (i < activeChunks.size() && activeChunks[i]) {
result.push_back(&chunks[i]);
}
}
return result;
}
// Get chunk count
size_t getChunkCount() const {
return chunks.size();
}
// Clear all chunks (call after major changes)
void clearChunks() {
chunks.clear();
activeChunks.clear();
}
public:
VoxelGrid() : gridSize(0,0,0) {
std::cout << "creating empty grid." << std::endl;
@@ -454,6 +555,7 @@ public:
VoxelGrid(int w, int h, int d) : gridSize(w,h,d) {
voxels.resize(w * h * d);
activeVoxels.resize(w * h * d, false);
rebuildChunks();
}
bool serializeToFile(const std::string& filename);
@@ -493,8 +595,6 @@ public:
std::vector<Voxel> newVoxels(newSize);
std::vector<bool> newActiveVoxels(newSize, false);
std::unordered_map<Vec3i, Chunk, Vec3i::Hash> chunklist;
int copyW = std::min(static_cast<int>(gridSize.x), newW);
int copyH = std::min(static_cast<int>(gridSize.y), newH);
int copyD = std::min(static_cast<int>(gridSize.z), newD);
@@ -514,19 +614,15 @@ public:
activeVoxels.begin() + oldRowStart + copyW,
newActiveVoxels.begin() + newRowStart
);
for (int x = 0; x < copyW; ++x) {
if (activeVoxels[oldRowStart + x]) {
Vec3i cc(x / CHUNK_THRESHOLD, y / CHUNK_THRESHOLD, z / CHUNK_THRESHOLD);
}
}
}
}
voxels = std::move(newVoxels);
activeVoxels = std::move(newActiveVoxels);
gridSize = Vec3i(newW, newH, newD);
xyPlane = gridSize.x * gridSize.y;
// Rebuild chunks after resize
rebuildChunks();
}
void resize(Vec3i newsize) {
@@ -572,8 +668,8 @@ public:
v.color = color;
v.alpha = alpha;
activeVoxels[idx] = active;
updateChunkStatus(pos, active);
}
rebuildChunks();
}
bool inGrid(Vec3i voxl) const {
@@ -610,33 +706,69 @@ public:
std::vector<size_t> activeIndices;
activeIndices.reserve(16);
int dist = 0;
while (cv != lv && inGrid(cv) && activeIndices.size() < 16) {
size_t idx = mortonEncode(cv.x, cv.y, cv.z);
while (cv != lv && inGrid(cv) && activeIndices.size() < 16 && dist < maxDist) {
dist += 1;
Vec3i chunkCoord = getChunkCoord(cv);
size_t chunkIDX = chunkMortonIndex(chunkCoord);
if (!activeChunks[chunkIDX]) {
float tEntry, tExit;
// Calculate where the ray exits this empty chunk
if (chunks[chunkIDX].rayBypass(origin, ray, tEntry, tExit)) {
float nextT = tExit + 0.0001f;
// Calculate new position just outside the chunk
Vec3f nextPos = origin + (ray * nextT);
cv = nextPos.floorToI();
if (voxels[idx].active) {
activeIndices.push_back(idx);
}
int axis = (tMax.x < tMax.y) ?
((tMax.x < tMax.z) ? 0 : 2) :
((tMax.y < tMax.z) ? 1 : 2);
switch(axis) {
case 0:
tMax.x += tDelta.x;
cv.x += step.x;
break;
case 1:
tMax.y += tDelta.y;
cv.y += step.y;
break;
case 2:
tMax.z += tDelta.z;
cv.z += step.z;
break;
// Re-calculate tMax for the DDA from this new position
if (ray.x > 0) tMax.x = (std::floor(nextPos.x) + 1.0f - nextPos.x) / ray.x;
else if (ray.x < 0) tMax.x = (nextPos.x - std::floor(nextPos.x)) / -ray.x;
else tMax.x = INF;
// if (ray.x != 0) tMax.x += nextT; // Adjust absolute T
if (ray.y > 0) tMax.y = (std::floor(nextPos.y) + 1.0f - nextPos.y) / ray.y;
else if (ray.y < 0) tMax.y = (nextPos.y - std::floor(nextPos.y)) / -ray.y;
else tMax.y = INF;
// if (ray.y != 0) tMax.y += nextT;
if (ray.z > 0) tMax.z = (std::floor(nextPos.z) + 1.0f - nextPos.z) / ray.z;
else if (ray.z < 0) tMax.z = (nextPos.z - std::floor(nextPos.z)) / -ray.z;
else tMax.z = INF;
// if (ray.z != 0) tMax.z += nextT;
}
continue;
} else {
size_t idx = mortonEncode(cv.x, cv.y, cv.z);
if (voxels[idx].active) {
activeIndices.push_back(idx);
}
int axis = (tMax.x < tMax.y) ?
((tMax.x < tMax.z) ? 0 : 2) :
((tMax.y < tMax.z) ? 1 : 2);
switch(axis) {
case 0:
tMax.x += tDelta.x;
cv.x += step.x;
break;
case 1:
tMax.y += tDelta.y;
cv.y += step.y;
break;
case 2:
tMax.z += tDelta.z;
cv.z += step.z;
break;
}
continue;
}
}
@@ -726,7 +858,7 @@ public:
Vec3f rayEnd = rayStartGrid + rayDirWorld * tFar;
Vec3f ray = rayEnd - rayStartGrid;
voxelTraverse(rayStartGrid, rayEnd, outVoxel, maxDist);
voxelTraverse(rayStartGrid, rayEnd, outVoxel, 512);
Vec3ui8 hitColor = outVoxel.color;
// Set pixel color in buffer
switch (colorformat) {
@@ -753,6 +885,29 @@ public:
return outFrame;
}
void updateChunkRepresentations() {
for(size_t i = 0; i < chunks.size(); ++i) {
if (activeChunks.size() > i && activeChunks[i] && chunks[i].chunkSize > 0) {
int vol = chunks[i].chunkSize * chunks[i].chunkSize * chunks[i].chunkSize;
std::vector<Voxel> localVoxels;
localVoxels.resize(vol);
// Copy relevant voxels from the global grid to the temporary local vector
for(int j = 0; j < vol; ++j) {
// Safety check: chunk's voxel index exists in global grid
if(j < chunks[i].voxelIndices.size()) {
size_t globalIdx = chunks[i].voxelIndices[j];
if(globalIdx < voxels.size()) {
localVoxels[j] = voxels[globalIdx];
}
}
}
chunks[i].buildReprVoxel(localVoxels);
}
}
}
void printStats() const {
int totalVoxels = gridSize.x * gridSize.y * gridSize.z;
int activeVoxelsCount = 0;
@@ -773,12 +928,14 @@ public:
std::cout << "Active voxels: " << activeVoxelsCount << std::endl;
std::cout << "Inactive voxels: " << (totalVoxels - activeVoxelsCount) << std::endl;
std::cout << "Active percentage: " << activePercentage << "%" << std::endl;
std::cout << "Number of chunks: " << chunks.size() << std::endl;
std::cout << "Active chunks: " << activeChunks.size() << std::endl;
std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel) + activeVoxels.size() * sizeof(bool)) / 1024 << " KB" << std::endl;
std::cout << "============================" << std::endl;
}
std::vector<frame> genSlices(frame::colormap colorFormat = frame::colormap::RGB) const {
TIME_FUNCTION;
//TIME_FUNCTION;
int colors;
std::vector<frame> outframes;
switch (colorFormat) {