I apparently need a lot more cpu optimizations.

This commit is contained in:
Yggdrasil75
2025-12-02 14:55:54 -05:00
parent ccfac21758
commit 5ce672588d
2 changed files with 33 additions and 27 deletions

View File

@@ -79,7 +79,7 @@ void Preview(AnimationConfig config, Grid3& grid) {
frame rgbData = grid.getGridAsFrame(Vec2(config.width, config.height), Ray3(Vec3(config.width + 10,config.height + 10,config.depth + 10), Vec3(0)), frame::colormap::RGB);
std::cout << "Frame looks like: " << rgbData << std::endl;
bool success = BMPWriter::saveBMP("output/grayscalesource3d.bmp", rgbData);
if (!success) {
if (!success) {
std::cout << "yo! this failed in Preview" << std::endl;
}
}
@@ -117,10 +117,16 @@ std::vector<std::tuple<size_t, Vec3, Vec4>> pickSeeds(Grid3& grid, AnimationConf
for (int i = 0; i < config.numSeeds; ++i) {
Vec3 point(xDist(gen), yDist(gen), zDist(gen));
Vec4 color(colorDist(gen), colorDist(gen), colorDist(gen), 255);
size_t id = grid.getPositionVec(point, 0.5);
//size_t id = grid.getOrCreatePositionVec(point, 0.0, true);
grid.setColor(id, color);
seeds.push_back(std::make_tuple(id,point, color));
bool foundValidPos;
int maxTries = 0;
while (!foundValidPos && maxTries < 10) {
maxTries++;
size_t id = grid.getPositionVec(point, 0.5);
if (id > 0) foundValidPos = true;
//size_t id = grid.getOrCreatePositionVec(point, 0.0, true);
grid.setColor(id, color);
seeds.push_back(std::make_tuple(id,point, color));
}
}
std::cout << "picked seeds" << std::endl;
return seeds;
@@ -260,7 +266,7 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
}
grid.setDefault(Vec4(0,0,0,0));
{
std:: lock_guard<std::mutex> lock(state.mutex);
std::lock_guard<std::mutex> lock(state.mutex);
state.grid = grid;
state.hasNewFrame = true;
state.currentFrame = 0;
@@ -278,20 +284,20 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
return;
}
expandPixel(grid,config,seeds);
//expandPixel(grid,config,seeds);
std::lock_guard<std::mutex> lock(state.mutex);
state.grid = grid;
state.hasNewFrame = true;
state.currentFrame = i;
std::lock_guard<std::mutex> lock(state.mutex);
state.grid = grid;
state.hasNewFrame = true;
state.currentFrame = i;
//if (i % 10 == 0 ) {
frame bgrframe;
std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl;
frame bgrframe;
std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl;
bgrframe = grid.getGridAsFrame(Vec2(config.width,config.height), Ray3(Vec3(config.width + 10,config.height + 10,config.depth + 10), Vec3(0)), frame::colormap::BGR);
frames.push_back(bgrframe);
frames.push_back(bgrframe);
// BMPWriter::saveBMP(std::format("output/grayscalesource3d.{}.bmp", i), bgrframe);
bgrframe.compressFrameLZ78();
bgrframe.compressFrameLZ78();
//bgrframe.printCompressionStats();
//}
}

View File

@@ -357,13 +357,13 @@ public:
}
}
}
throw std::out_of_range("Position not found");
return -1;
} else {
auto results = getPositionVecRegion(pos, radius);
if (!results.empty()) {
return results[0]; // Return first found
}
throw std::out_of_range("No positions found in radius");
return -1;
}
}
@@ -441,7 +441,7 @@ public:
maxCorner.y = std::max(maxCorner.y, pos.y);
maxCorner.z = std::max(maxCorner.z, pos.z);
}
std::cout << "bounding box: " << minCorner << ", " << maxCorner << std::endl;
// std::cout << "bounding box: " << minCorner << ", " << maxCorner << std::endl;
return std::make_pair(minCorner, maxCorner);
}
@@ -472,8 +472,8 @@ public:
// regenpreventer = true;
std::cout << "Rendering 3D region: " << minCorner << " to " << maxCorner
<< " at resolution: " << res << " with view: " << View.origin << std::endl;
// std::cout << "Rendering 3D region: " << minCorner << " to " << maxCorner
// << " at resolution: " << res << " with view: " << View.origin << std::endl;
// Create output frame
frame outframe(outputWidth, outputHeight, outChannels);
@@ -491,7 +491,7 @@ public:
countBuffer.reserve(bufferSize);
depthBuffer.reserve(bufferSize);
std::cout << "Built buffers for " << bufferSize << " pixels" << std::endl;
// std::cout << "Built buffers for " << bufferSize << " pixels" << std::endl;
// Pre-calculate view parameters
Vec3 viewDirection = View.direction;
@@ -508,7 +508,7 @@ public:
float xScale = outputWidth / width;
float yScale = outputHeight / height;
std::cout << "Processing voxels..." << std::endl;
// std::cout << "Processing voxels..." << std::endl;
size_t voxelCount = 0;
// Process all voxels in the region
@@ -586,8 +586,8 @@ public:
}
}
std::cout << "Processed " << voxelCount << " voxels" << std::endl;
std::cout << "Blending colors..." << std::endl;
// std::cout << "Processed " << voxelCount << " voxels" << std::endl;
// std::cout << "Blending colors..." << std::endl;
// Prepare output buffer based on color format
switch (outChannels) {
@@ -685,7 +685,7 @@ public:
}
}
std::cout << "Rendering complete" << std::endl;
// std::cout << "Rendering complete" << std::endl;
// regenpreventer = false;
return outframe;