I apparently need a lot more cpu optimizations.
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@@ -117,11 +117,17 @@ std::vector<std::tuple<size_t, Vec3, Vec4>> pickSeeds(Grid3& grid, AnimationConf
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for (int i = 0; i < config.numSeeds; ++i) {
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Vec3 point(xDist(gen), yDist(gen), zDist(gen));
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Vec4 color(colorDist(gen), colorDist(gen), colorDist(gen), 255);
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bool foundValidPos;
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int maxTries = 0;
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while (!foundValidPos && maxTries < 10) {
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maxTries++;
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size_t id = grid.getPositionVec(point, 0.5);
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if (id > 0) foundValidPos = true;
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//size_t id = grid.getOrCreatePositionVec(point, 0.0, true);
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grid.setColor(id, color);
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seeds.push_back(std::make_tuple(id,point, color));
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}
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}
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std::cout << "picked seeds" << std::endl;
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return seeds;
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}
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@@ -260,7 +266,7 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
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}
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grid.setDefault(Vec4(0,0,0,0));
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{
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std:: lock_guard<std::mutex> lock(state.mutex);
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std::lock_guard<std::mutex> lock(state.mutex);
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state.grid = grid;
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state.hasNewFrame = true;
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state.currentFrame = 0;
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@@ -278,7 +284,7 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
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return;
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}
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expandPixel(grid,config,seeds);
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//expandPixel(grid,config,seeds);
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std::lock_guard<std::mutex> lock(state.mutex);
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state.grid = grid;
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@@ -357,13 +357,13 @@ public:
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}
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}
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}
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throw std::out_of_range("Position not found");
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return -1;
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} else {
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auto results = getPositionVecRegion(pos, radius);
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if (!results.empty()) {
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return results[0]; // Return first found
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}
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throw std::out_of_range("No positions found in radius");
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return -1;
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}
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}
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@@ -441,7 +441,7 @@ public:
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maxCorner.y = std::max(maxCorner.y, pos.y);
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maxCorner.z = std::max(maxCorner.z, pos.z);
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}
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std::cout << "bounding box: " << minCorner << ", " << maxCorner << std::endl;
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// std::cout << "bounding box: " << minCorner << ", " << maxCorner << std::endl;
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return std::make_pair(minCorner, maxCorner);
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}
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@@ -472,8 +472,8 @@ public:
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// regenpreventer = true;
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std::cout << "Rendering 3D region: " << minCorner << " to " << maxCorner
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<< " at resolution: " << res << " with view: " << View.origin << std::endl;
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// std::cout << "Rendering 3D region: " << minCorner << " to " << maxCorner
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// << " at resolution: " << res << " with view: " << View.origin << std::endl;
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// Create output frame
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frame outframe(outputWidth, outputHeight, outChannels);
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@@ -491,7 +491,7 @@ public:
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countBuffer.reserve(bufferSize);
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depthBuffer.reserve(bufferSize);
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std::cout << "Built buffers for " << bufferSize << " pixels" << std::endl;
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// std::cout << "Built buffers for " << bufferSize << " pixels" << std::endl;
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// Pre-calculate view parameters
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Vec3 viewDirection = View.direction;
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@@ -508,7 +508,7 @@ public:
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float xScale = outputWidth / width;
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float yScale = outputHeight / height;
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std::cout << "Processing voxels..." << std::endl;
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// std::cout << "Processing voxels..." << std::endl;
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size_t voxelCount = 0;
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// Process all voxels in the region
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@@ -586,8 +586,8 @@ public:
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}
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}
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std::cout << "Processed " << voxelCount << " voxels" << std::endl;
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std::cout << "Blending colors..." << std::endl;
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// std::cout << "Processed " << voxelCount << " voxels" << std::endl;
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// std::cout << "Blending colors..." << std::endl;
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// Prepare output buffer based on color format
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switch (outChannels) {
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@@ -685,7 +685,7 @@ public:
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}
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}
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std::cout << "Rendering complete" << std::endl;
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// std::cout << "Rendering complete" << std::endl;
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// regenpreventer = false;
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return outframe;
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