pushing some stuff home
This commit is contained in:
@@ -2,6 +2,7 @@
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <cmath>
|
||||
#include <vector>
|
||||
#include "../util/grid/grid3.hpp"
|
||||
#include "../util/output/bmpwriter.hpp"
|
||||
#include "../util/noise/pnoise2.hpp"
|
||||
@@ -24,30 +25,28 @@ void generateNoiseGrid(VoxelGrid& grid, PNoise2& noise) {
|
||||
std::cout << "Processing layer " << z << " of " << GRID_SIZE << std::endl;
|
||||
}
|
||||
|
||||
#pragma omp parallel for
|
||||
//#pragma omp parallel for
|
||||
for (size_t y = 0; y < GRID_SIZE; ++y) {
|
||||
#pragma omp parallel for
|
||||
//#pragma omp parallel for
|
||||
for (size_t x = 0; x < GRID_SIZE; ++x) {
|
||||
// Create 3D noise coordinates (scaled for better frequency)
|
||||
float scale = 0.05f; // Controls noise frequency
|
||||
float noiseVal = noise.permute(Vec3f(x * scale, y * scale, z * scale));
|
||||
|
||||
// Convert from [-1, 1] to [0, 1] range
|
||||
float normalizedNoise = (noiseVal + 1.0f) * 0.5f;
|
||||
//float normalizedNoise = (noiseVal + 1.0f) * 0.5f;
|
||||
|
||||
// Apply threshold to make some voxels "active"
|
||||
// Higher threshold = sparser voxels
|
||||
float threshold = 0.3f;
|
||||
float active = (normalizedNoise > threshold) ? normalizedNoise : 0.0f;
|
||||
//float active = 1;
|
||||
float active = (noiseVal > threshold) ? noiseVal : 0.0f;
|
||||
|
||||
// Create grayscale color based on noise value
|
||||
uint8_t grayValue = static_cast<uint8_t>(normalizedNoise * 255);
|
||||
uint8_t grayValue = static_cast<uint8_t>(noiseVal * 255);
|
||||
Vec3ui8 color(grayValue, grayValue, grayValue);
|
||||
#pragma omp critical
|
||||
if (active > threshold) {
|
||||
grid.set(x, y, z, active, color);
|
||||
//std::cout << "setting a voxel to color: " << color << " with alpha of " << active << std::endl;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -60,7 +59,7 @@ void generateNoiseGrid(VoxelGrid& grid, PNoise2& noise) {
|
||||
bool renderView(const std::string& filename, VoxelGrid& grid, const Vec3f& position,
|
||||
const Vec3f& direction, const Vec3f& up = Vec3f(0, 1, 0)) {
|
||||
TIME_FUNCTION;
|
||||
Camera cam(position, direction, up);
|
||||
Camera cam(position, direction, up, 40);
|
||||
|
||||
std::vector<uint8_t> renderBuffer;
|
||||
size_t width = RENDER_WIDTH;
|
||||
@@ -81,85 +80,81 @@ bool renderView(const std::string& filename, VoxelGrid& grid, const Vec3f& posit
|
||||
return success;
|
||||
}
|
||||
|
||||
int main() {
|
||||
try {
|
||||
std::cout << "=== Noise Grid Generator and Renderer ===" << std::endl;
|
||||
std::cout << "Grid Size: 1024x1024x1024 voxels" << std::endl;
|
||||
std::cout << "Render Size: 512x512 pixels" << std::endl;
|
||||
|
||||
// Initialize Perlin noise generator
|
||||
PNoise2 noise;
|
||||
|
||||
// Create voxel grid
|
||||
VoxelGrid grid(GRID_SIZE, GRID_SIZE, GRID_SIZE);
|
||||
|
||||
// Generate noise grid
|
||||
generateNoiseGrid(grid, noise);
|
||||
|
||||
// Define center of the grid for camera positioning
|
||||
Vec3f gridCenter(GRID_SIZE / 2.0f, GRID_SIZE / 2.0f, GRID_SIZE / 2.0f);
|
||||
|
||||
// Camera distance from center (outside the grid)
|
||||
float cameraDistance = GRID_SIZE * 2.0f;
|
||||
float cameraDir = GRID_SIZE * 0.5f;
|
||||
|
||||
// Render from 4 cardinal directions (looking at center)
|
||||
std::cout << "\nRendering cardinal views..." << std::endl;
|
||||
|
||||
// North view (looking from positive Z towards center)
|
||||
renderView("output/north_view.bmp", grid,
|
||||
gridCenter + Vec3f(0, 0, cameraDistance),
|
||||
Vec3f(0, 0, -1)); // Look towards negative Z
|
||||
|
||||
// South view (looking from negative Z towards center)
|
||||
renderView("output/south_view.bmp", grid,
|
||||
gridCenter + Vec3f(0, 0, -cameraDistance),
|
||||
Vec3f(0, 0, 1)); // Look towards positive Z
|
||||
|
||||
// East view (looking from positive X towards center)
|
||||
renderView("output/east_view.bmp", grid,
|
||||
gridCenter + Vec3f(cameraDistance, 0, 0),
|
||||
Vec3f(-1, 0, 0)); // Look towards negative X
|
||||
|
||||
// West view (looking from negative X towards center)
|
||||
renderView("output/west_view.bmp", grid,
|
||||
gridCenter + Vec3f(-cameraDistance, 0, 0),
|
||||
Vec3f(1, 0, 0)); // Look towards positive X
|
||||
|
||||
// Zenith view (looking from above)
|
||||
std::cout << "\nRendering zenith and nadir views..." << std::endl;
|
||||
renderView("output/zenith_view.bmp", grid,
|
||||
gridCenter + Vec3f(0, cameraDistance, 0),
|
||||
Vec3f(0, -1, 0), // Look down
|
||||
Vec3f(0, 0, -1)); // Adjust up vector for proper orientation
|
||||
|
||||
// Nadir view (looking from below)
|
||||
renderView("output/nadir_view.bmp", grid,
|
||||
gridCenter + Vec3f(0, -cameraDistance, 0),
|
||||
Vec3f(0, 1, 0), // Look up
|
||||
Vec3f(0, 0, 1)); // Adjust up vector
|
||||
|
||||
// Optional: Create a front view (alternative to north)
|
||||
renderView("output/front_view.bmp", grid,
|
||||
gridCenter + Vec3f(0, 0, cameraDistance),
|
||||
Vec3f(0, 0, -1),
|
||||
Vec3f(0, 1, 0));
|
||||
|
||||
std::cout << "\n=== All renders complete! ===" << std::endl;
|
||||
std::cout << "Generated BMP files:" << std::endl;
|
||||
std::cout << "1. north_view.bmp - Looking from positive Z" << std::endl;
|
||||
std::cout << "2. south_view.bmp - Looking from negative Z" << std::endl;
|
||||
std::cout << "3. east_view.bmp - Looking from positive X" << std::endl;
|
||||
std::cout << "4. west_view.bmp - Looking from negative X" << std::endl;
|
||||
std::cout << "5. zenith_view.bmp - Looking from above" << std::endl;
|
||||
std::cout << "6. nadir_view.bmp - Looking from below" << std::endl;
|
||||
std::cout << "7. front_view.bmp - Alternative front view" << std::endl;
|
||||
|
||||
return 0;
|
||||
|
||||
} catch (const std::exception& e) {
|
||||
std::cerr << "Error: " << e.what() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
|
||||
// Function to rotate a vector around the Y axis
|
||||
Vec3f rotateY(const Vec3f& vec, float angle) {
|
||||
TIME_FUNCTION;
|
||||
float cosA = cos(angle);
|
||||
float sinA = sin(angle);
|
||||
return Vec3f(
|
||||
vec.x * cosA + vec.z * sinA,
|
||||
vec.y,
|
||||
-vec.x * sinA + vec.z * cosA
|
||||
);
|
||||
}
|
||||
|
||||
int main() {
|
||||
TIME_FUNCTION;
|
||||
std::cout << "=== Noise Grid Generator and Renderer ===" << std::endl;
|
||||
std::cout << "Grid Size: 1024x1024x1024 voxels" << std::endl;
|
||||
std::cout << "Render Size: 512x512 pixels" << std::endl;
|
||||
|
||||
// Initialize Perlin noise generator
|
||||
PNoise2 noise;
|
||||
|
||||
// Create voxel grid
|
||||
VoxelGrid grid(GRID_SIZE, GRID_SIZE, GRID_SIZE);
|
||||
|
||||
// Generate noise grid
|
||||
generateNoiseGrid(grid, noise);
|
||||
|
||||
// Define center of the grid for camera positioning
|
||||
Vec3f gridCenter(GRID_SIZE / 2.0f, GRID_SIZE / 2.0f, GRID_SIZE / 2.0f);
|
||||
|
||||
// Camera distance from center (outside the grid)
|
||||
float cameraDistance = GRID_SIZE * 2.0f;
|
||||
|
||||
// Create 180-degree rotation around the Y axis
|
||||
int numFrames = 2;
|
||||
|
||||
// Base camera position (looking from front)
|
||||
Vec3f basePosition(0, 0, cameraDistance);
|
||||
Vec3f baseDirection(0, 0, -1); // Looking towards negative Z (towards center)
|
||||
Vec3f up(0, 1, 0);
|
||||
|
||||
// Render frames around 180 degrees
|
||||
for (int i = 0; i <= numFrames; i++) {
|
||||
float angle = (float)i / numFrames * M_PI; // 0 to π (180 degrees)
|
||||
|
||||
// Rotate camera position around Y axis
|
||||
Vec3f rotatedPos = rotateY(basePosition, angle);
|
||||
Vec3f finalPos = gridCenter + rotatedPos;
|
||||
//Vec3f rotatedDir = rotateY(baseDirection, angle);
|
||||
Vec3f rotatedDir = (gridCenter - finalPos).normalized();
|
||||
|
||||
// Create filename with frame number
|
||||
char filename[256];
|
||||
snprintf(filename, sizeof(filename), "output/frame_%03d.bmp", i);
|
||||
|
||||
std::cout << "Rendering frame " << i << "/" << numFrames
|
||||
<< " (angle: " << (angle * 360.0f / M_PI) << " degrees)" << std::endl;
|
||||
|
||||
renderView(filename, grid, finalPos, rotatedDir, up);
|
||||
}
|
||||
|
||||
std::cout << "\nRendering zenith and nadir views..." << std::endl;
|
||||
renderView("output/zenith_view.bmp", grid,
|
||||
gridCenter + Vec3f(0, cameraDistance, 0),
|
||||
Vec3f(0, -1, 0), // Look down
|
||||
Vec3f(0, 0, -1)); // Adjust up vector for proper orientation
|
||||
|
||||
// Nadir view (looking from below)
|
||||
renderView("output/nadir_view.bmp", grid,
|
||||
gridCenter + Vec3f(0, -cameraDistance, 0),
|
||||
Vec3f(0, 1, 0), // Look up
|
||||
Vec3f(0, 0, 1)); // Adjust up vector
|
||||
|
||||
std::cout << "\n=== All renders complete! ===" << std::endl;
|
||||
|
||||
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
|
||||
return 0;
|
||||
}
|
||||
@@ -29,6 +29,9 @@ class VoxelGrid {
|
||||
private:
|
||||
size_t width, height, depth;
|
||||
std::vector<Voxel> voxels;
|
||||
float radians(float rads) {
|
||||
return rads * (M_PI / 180);
|
||||
}
|
||||
|
||||
static Mat4f lookAt(Vec3f const& eye, Vec3f const& center, Vec3f const& up) {
|
||||
Vec3f const f = (center - eye).normalized();
|
||||
@@ -115,6 +118,15 @@ public:
|
||||
return (voxl >= 0 && voxl.x < width && voxl.y < height && voxl.z < depth);
|
||||
}
|
||||
|
||||
std::vector<Vec3f> genPixelDirs(Vec3f pos, Vec3f dir, size_t imgWidth, size_t imgHeight, float fov) {
|
||||
std::vector<Vec3f> dirs(imgWidth * imgHeight);
|
||||
float fovRad = radians(fov);
|
||||
float tanFov = tan(fovRad * 0.5);
|
||||
float aspect = static_cast<float>(imgWidth) / static_cast<float>(imgHeight);
|
||||
Vec3f worldUp(0, 1, 0);
|
||||
Vec3f camRight = worldUp.cross(dir).normalized();
|
||||
}
|
||||
|
||||
Vec3f perPixelRayDir(size_t x, size_t y, size_t imgWidth, size_t imgHeight, const Camera& cam) const {
|
||||
float normedX = (x + 0.5) / imgWidth * 2 - 1;
|
||||
float normedY = 1 - (y+0.5) / imgHeight * 2;
|
||||
@@ -142,68 +154,71 @@ public:
|
||||
step.z = (rayDir.z > 0) ? 1 : -1;
|
||||
Vec3f tMax;
|
||||
Vec3f tDelta;
|
||||
bool startOut = false;
|
||||
|
||||
//initialization
|
||||
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.toFloat()) / -rayDir).toFloat(), (((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir).toFloat(), rayDir.mask([](float x, float value) { return x > 0; }, 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
|
||||
variables X and Y are initialized to the starting voxel coordinates. In addition, the variables stepX and
|
||||
stepY are initialized to either 1 or -1 indicating whether X and Y are incremented or decremented as the
|
||||
ray crosses voxel boundaries (this is determined by the sign of the x and y components of →
|
||||
v).
|
||||
Next, we determine the value of t at which the ray crosses the first vertical voxel boundary and
|
||||
store it in variable tMaxX. We perform a similar computation in y and store the result in tMaxY. The
|
||||
minimum of these two values will indicate how much we can travel along the ray and still remain in the
|
||||
current voxel.
|
||||
*/
|
||||
tMax = mix(((rayOrigin - currentVoxel.toFloat()) / -rayDir).toFloat(),
|
||||
(((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir).toFloat(),
|
||||
rayDir.mask([](float x, float value) { return x > 0; }, 0));
|
||||
|
||||
if (!inGrid(rayOrigin)) {
|
||||
startOut = true;
|
||||
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.toFloat() + 1) - rayOrigin) / rayDir, (rayOrigin - currentVoxel) / -rayDir, rayDir.mask([](float x, float value) { return x > 0; }, 0) );
|
||||
tMax = mix(((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir,
|
||||
(rayOrigin - currentVoxel) / -rayDir,
|
||||
rayDir.mask([](float x, float value) { return x > 0; }, 0));
|
||||
}
|
||||
}
|
||||
|
||||
float aalpha = 0.0;
|
||||
bool hit = false;
|
||||
// if (startOut && !inGrid(currentVoxel)) {
|
||||
// std::cout << "grid edge not found. " << currentVoxel << std::endl;
|
||||
// }
|
||||
|
||||
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.
|
||||
*/
|
||||
// Main DDA loop
|
||||
while (inGrid(currentVoxel) && tDist < maxDistance) {
|
||||
Voxel& voxel = get(currentVoxel);
|
||||
|
||||
// Ignore alpha - treat any voxel with active > 0 as solid
|
||||
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;
|
||||
// Convert color from 0-255 to 0-1 range
|
||||
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)
|
||||
);
|
||||
|
||||
// No alpha blending - just take the first solid voxel's color
|
||||
hitColor = voxelColor;
|
||||
hitPos = rayOrigin + rayDir * tDist;
|
||||
|
||||
// Determine which face was hit
|
||||
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) {
|
||||
@@ -211,11 +226,11 @@ public:
|
||||
} else {
|
||||
hitNormal = Vec3f(0.0, 0.0, -step.z);
|
||||
}
|
||||
}
|
||||
if (aalpha > EPSILON) {
|
||||
hit = true;
|
||||
|
||||
return true; // Return immediately on first solid hit
|
||||
}
|
||||
|
||||
// Move to next voxel
|
||||
if (tMax.x < tMax.y) {
|
||||
if (tMax.x < tMax.z) {
|
||||
tDist = tMax.x;
|
||||
@@ -238,11 +253,124 @@ public:
|
||||
}
|
||||
}
|
||||
}
|
||||
if (aalpha > EPSILON) {
|
||||
std::cout << "hit at: " << currentVoxel << " with value of " << aalpha << std::endl;
|
||||
}
|
||||
return hit;
|
||||
|
||||
return false;
|
||||
}
|
||||
// bool rayCast(const Ray3f& ray, float maxDistance, Vec3f hitPos, Vec3f hitNormal, Vec3f& hitColor) {
|
||||
// hitColor = Vec3f(0,0,0);
|
||||
// Vec3f rayDir = ray.direction;
|
||||
// Vec3f rayOrigin = ray.origin;
|
||||
// Vec3T currentVoxel = rayOrigin.floorToT();
|
||||
// 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;
|
||||
// bool startOut = false;
|
||||
|
||||
// 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.toFloat()) / -rayDir).toFloat(), (((currentVoxel.toFloat() + 1) - rayOrigin) / rayDir).toFloat(), rayDir.mask([](float x, float value) { return x > 0; }, 0));
|
||||
// if (!inGrid(rayOrigin)) {
|
||||
// startOut = true;
|
||||
// /*
|
||||
// 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
|
||||
// variables X and Y are initialized to the starting voxel coordinates. In addition, the variables stepX and
|
||||
// stepY are initialized to either 1 or -1 indicating whether X and Y are incremented or decremented as the
|
||||
// ray crosses voxel boundaries (this is determined by the sign of the x and y components of →
|
||||
// v).
|
||||
// Next, we determine the value of t at which the ray crosses the first vertical voxel boundary and
|
||||
// store it in variable tMaxX. We perform a similar computation in y and store the result in tMaxY. The
|
||||
// minimum of these two values will indicate how much we can travel along the ray and still remain in the
|
||||
// current voxel.
|
||||
// */
|
||||
|
||||
// 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.toFloat() + 1) - rayOrigin) / rayDir, (rayOrigin - currentVoxel) / -rayDir, rayDir.mask([](float x, float value) { return x > 0; }, 0) );
|
||||
// }
|
||||
|
||||
// }
|
||||
// if (startOut && !inGrid(currentVoxel)) std::cout << "grid edge not found. " << currentVoxel << std::endl;
|
||||
|
||||
// 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);
|
||||
|
||||
// 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;
|
||||
// }
|
||||
|
||||
// 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;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// // if (aalpha > EPSILON) {
|
||||
// // std::cout << "hit at: " << currentVoxel << " with value of " << aalpha << std::endl;
|
||||
// // }
|
||||
// return hit;
|
||||
// }
|
||||
|
||||
size_t getWidth() const {
|
||||
return width;
|
||||
|
||||
Reference in New Issue
Block a user