lots of changes, serialization is done better, grid is defined better, etc.

This commit is contained in:
Yggdrasil75
2026-01-14 13:04:13 -05:00
parent c39a3beeff
commit 71777dc135
5 changed files with 970 additions and 149 deletions

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@@ -0,0 +1,98 @@
#ifndef GRID3_Serialization
#define GRID3_Serialization
#include <fstream>
#include <cstring>
#include "grid3.hpp"
constexpr char magic[4] = {'Y', 'G', 'G', '3'};
inline bool VoxelGrid::serializeToFile(const std::string& filename) {
std::ofstream file(filename, std::ios::binary);
if (!file.is_open()) {
std::cerr << "failed to open file (serializeToFile): " << filename << std::endl;
return false;
}
file.write(magic, 4);
int dims[3] = {gridSize.x, gridSize.y, gridSize.z};
file.write(reinterpret_cast<const char*>(dims), sizeof(dims));
size_t voxelCount = voxels.size();
for (const Voxel& voxel : voxels) {
auto write_member = [&file](const auto& member) {
file.write(reinterpret_cast<const char*>(&member), sizeof(member));
};
std::apply([&write_member](const auto&... members) {
(write_member(members), ...);
}, voxel.members());
}
file.close();
return !file.fail();
}
std::unique_ptr<VoxelGrid> VoxelGrid::deserializeFromFile(const std::string& filename) {
std::ifstream file(filename, std::ios::binary);
if (!file.is_open()) {
std::cerr << "failed to open file (deserializeFromFile): " << filename << std::endl;
return nullptr;
}
// Read and verify magic number
char filemagic[4];
file.read(filemagic, 4);
if (std::strncmp(filemagic, magic, 4) != 0) {
std::cerr << "Error: Invalid file format or corrupted file (expected "
<< magic[0] << magic[1] << magic[2] << magic[3]
<< ", got " << filemagic[0] << filemagic[1] << filemagic[2] << filemagic[3]
<< ")" << std::endl;
return nullptr;
}
// Create output grid
auto outgrid = std::make_unique<VoxelGrid>();
// Read grid dimensions
int dims[3];
file.read(reinterpret_cast<char*>(dims), sizeof(dims));
// Resize grid
outgrid->gridSize = Vec3i(dims[0], dims[1], dims[2]);
outgrid->voxels.resize(dims[0] * dims[1] * dims[2]);
// Read voxel count
size_t voxelCount;
file.read(reinterpret_cast<char*>(&voxelCount), sizeof(voxelCount));
// Verify voxel count matches grid dimensions
size_t expectedCount = static_cast<size_t>(dims[0]) * dims[1] * dims[2];
if (voxelCount != expectedCount) {
std::cerr << "Error: Voxel count mismatch. Expected " << expectedCount
<< ", found " << voxelCount << std::endl;
return nullptr;
}
// Read all voxels
for (size_t i = 0; i < voxelCount; ++i) {
auto members = outgrid->voxels[i].members();
std::apply([&file](auto&... member) {
((file.read(reinterpret_cast<char*>(&member), sizeof(member))), ...);
}, members);
}
file.close();
if (file.fail() && !file.eof()) {
std::cerr << "Error: Failed to read from file: " << filename << std::endl;
return nullptr;
}
std::cout << "Successfully loaded grid: " << dims[0] << " x "
<< dims[1] << " x " << dims[2] << std::endl;
return outgrid;
}
#endif

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@@ -11,18 +11,57 @@
#include "../output/frame.hpp"
#include "../noise/pnoise2.hpp"
#include "../vecmat/mat4.hpp"
//#include "serialization.hpp"
#include <vector>
#include <algorithm>
#include "../basicdefines.hpp"
constexpr char magic[4] = {'Y', 'G', 'G', '3'};
//constexpr char magic[4] = {'Y', 'G', 'G', '3'};
Mat4f lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up) {
Vec3f const f = (center - eye).normalized();
Vec3f const s = f.cross(up).normalized();
Vec3f const u = s.cross(f);
Mat4f Result = Mat4f::identity();
Result(0, 0) = s.x;
Result(1, 0) = s.y;
Result(2, 0) = s.z;
Result(3, 0) = -s.dot(eye);
Result(0, 1) = u.x;
Result(1, 1) = u.y;
Result(2, 1) = u.z;
Result(3, 1) = -u.dot(eye);
Result(0, 2) = -f.x;
Result(1, 2) = -f.y;
Result(2, 2) = -f.z;
Result(3, 2) = f.dot(eye);
return Result;
}
Mat4f perspective(float fovy, float aspect, float zNear, float zfar) {
float const tanhalfF = tan(fovy / 2);
Mat4f Result = 0;
Result(0,0) = 1 / (aspect * tanhalfF);
Result(1,1) = 1 / tanhalfF;
Result(2,2) = zfar / (zNear - zfar);
Result(2,3) = -1;
Result(3,2) = -(zfar * zNear) / (zfar - zNear);
return Result;
}
struct Voxel {
//float active;
float weight;
bool active;
//Vec3f position;
float alpha;
Vec3ui8 color;
// TODO: add curving and similar for water and glass and so on.
auto members() const -> std::tuple<const float&, const bool&, const float&, const Vec3ui8&> {
return std::tie(weight, active, alpha, color);
}
auto members() -> std::tuple<float&, bool&, float&, Vec3ui8&> {
return std::tie(weight, active, alpha, color);
}
};
struct Camera {
@@ -64,48 +103,114 @@ struct Camera {
}
};
struct Vertex {
Vec3f position;
Vec3f normal;
Vec3ui8 color;
Vec2f texCoord;
Vertex() = default;
Vertex(Vec3f pos, Vec3f norm, Vec3ui8 colr, Vec2f tex = Vec2f(0,0)) : position(pos), normal(norm), color(colr), texCoord(tex) {}
};
struct Tri {
size_t v0,v1,v2;
Tri() = default;
Tri(size_t a, size_t b, size_t c) : v0(a), v1(b), v2(c) {}
};
class Mesh {
private:
std::vector<Vertex> vertices;
std::vector<Tri> tris;
Vec3f boundBoxMin;
Vec3f boundBoxMax;
public:
Mesh() = default;
void clear() {
vertices.clear();
tris.clear();
boundBoxMax = Vec3f(0,0,0);
boundBoxMin = Vec3f(0,0,0);
}
void addVertex(const Vertex& vertex) {
vertices.push_back(vertex);
boundBoxMin = boundBoxMin.min(vertex.position);
boundBoxMax = boundBoxMax.max(vertex.position);
}
void addTriangle(const Tri& triangle) {
tris.push_back(triangle);
}
void addTriangle(uint32_t v0, uint32_t v1, uint32_t v2) {
tris.emplace_back(v0, v1, v2);
}
const std::vector<Vertex>& getVertices() const { return vertices; }
const std::vector<Tri>& getTriangles() const { return tris; }
size_t getVertexCount() const { return vertices.size(); }
size_t getTriangleCount() const { return tris.size(); }
Vec3f getBoundingBoxMin() const { return boundBoxMin; }
Vec3f getBoundingBoxMax() const { return boundBoxMax; }
Vec3f getBoundingBoxSize() const { return boundBoxMax - boundBoxMin; }
Vec3f getBoundingBoxCenter() const { return (boundBoxMin + boundBoxMax) * 0.5f; }
// Calculate normals if they're not already set
void calculateNormals() {
// Reset all normals to zero
for (auto& vertex : vertices) {
vertex.normal = Vec3f(0, 0, 0);
}
// Accumulate face normals to vertices
for (const auto& tri : tris) {
const Vec3f& v0 = vertices[tri.v0].position;
const Vec3f& v1 = vertices[tri.v1].position;
const Vec3f& v2 = vertices[tri.v2].position;
Vec3f edge1 = v1 - v0;
Vec3f edge2 = v2 - v0;
Vec3f normal = edge1.cross(edge2).normalized();
vertices[tri.v0].normal = vertices[tri.v0].normal + normal;
vertices[tri.v1].normal = vertices[tri.v1].normal + normal;
vertices[tri.v2].normal = vertices[tri.v2].normal + normal;
}
// Normalize all vertex normals
for (auto& vertex : vertices) {
if (vertex.normal.lengthSquared() > 0) {
vertex.normal = vertex.normal.normalized();
} else {
vertex.normal = Vec3f(0, 1, 0); // Default up normal
}
}
}
void optimize() {
calculateNormals();
//optimize may have optional params later for future expansion of features
}
};
class VoxelGrid {
private:
double binSize = 1;
Vec3i gridSize;
//int width, height, depth;
std::vector<Voxel> voxels;
std::unique_ptr<Mesh> cachedMesh;
bool meshDirty = true;
float radians(float rads) {
return rads * (M_PI / 180);
}
static Mat4f lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up) {
Vec3f const f = (center - eye).normalized();
Vec3f const s = f.cross(up).normalized();
Vec3f const u = s.cross(f);
Mat4f Result = Mat4f::identity();
Result(0, 0) = s.x;
Result(1, 0) = s.y;
Result(2, 0) = s.z;
Result(3, 0) = -s.dot(eye);
Result(0, 1) = u.x;
Result(1, 1) = u.y;
Result(2, 1) = u.z;
Result(3, 1) = -u.dot(eye);
Result(0, 2) = -f.x;
Result(1, 2) = -f.y;
Result(2, 2) = -f.z;
Result(3, 2) = f.dot(eye);
return Result;
}
static Mat4f perspective(float fovy, float aspect, float zNear, float zfar) {
float const tanhalfF = tan(fovy / 2);
Mat4f Result = 0;
Result(0,0) = 1 / (aspect * tanhalfF);
Result(1,1) = 1 / tanhalfF;
Result(2,2) = zfar / (zNear - zfar);
Result(2,3) = -1;
Result(3,2) = -(zfar * zNear) / (zfar - zNear);
return Result;
}
public:
VoxelGrid() : gridSize(0,0,0) {
std::cout << "creating empty grid." << std::endl;
@@ -115,93 +220,9 @@ public:
voxels.resize(w * h * d);
}
//bool serializeToFile(const VoxelGrid grid, const std::string& filename);
bool serializeToFile(const std::string& filename) {
std::ofstream file(filename, std::ios::binary);
if (!file.is_open()) {
std::cerr << "failed to open file (serializeToFile): " << filename << std::endl;
return false;
}
file.write(magic, 4);
//file.write(reinterpret_cast<const char*>(&binSize), sizeof(binSize));
// Write grid dimensions
int dims[3] = {gridSize.x, gridSize.y, gridSize.z};
file.write(reinterpret_cast<const char*>(dims), sizeof(dims));
// Write voxel data
size_t voxelCount = voxels.size();
file.write(reinterpret_cast<const char*>(&voxelCount), sizeof(voxelCount));
// Write each voxel
for (const Voxel& voxel : voxels) {
file.write(reinterpret_cast<const char*>(&voxel.active), sizeof(voxel.active));
file.write(reinterpret_cast<const char*>(&voxel.color.x), sizeof(voxel.color.x));
file.write(reinterpret_cast<const char*>(&voxel.color.y), sizeof(voxel.color.y));
file.write(reinterpret_cast<const char*>(&voxel.color.z), sizeof(voxel.color.z));
}
file.close();
return !file.fail();
}
bool serializeToFile(const std::string& filename);
static std::unique_ptr<VoxelGrid> deserializeFromFile(const std::string& filename) {
VoxelGrid outgrid;
std::ifstream file(filename, std::ios::binary);
if (!file.is_open()) {
std::cerr << "Error: Could not open file for reading: " << filename << std::endl;
return nullptr;
}
// Read and verify magic number
char filemagic[4];
file.read(filemagic, 4);
if (std::strncmp(filemagic, "YGG7", 4) != 0) {
std::cerr << "Error: Invalid file format or corrupted file" << std::endl;
return nullptr;
}
// Read binSize
//file.read(reinterpret_cast<char*>(&binSize), sizeof(binSize));
// Read grid dimensions
int dims[3];
file.read(reinterpret_cast<char*>(dims), sizeof(dims));
outgrid.resize(Vec3i(dims[0], dims[1], dims[2]));
//gridSize = Vec3i(dims[0], dims[1], dims[2]);
// Read voxel count
size_t voxelCount;
file.read(reinterpret_cast<char*>(&voxelCount), sizeof(voxelCount));
// Verify voxel count matches grid dimensions
size_t expectedCount = static_cast<size_t>(dims[0]) * dims[1] * dims[2];
if (voxelCount != expectedCount) {
std::cerr << "Error: Voxel count mismatch. Expected " << expectedCount
<< ", found " << voxelCount << std::endl;
return nullptr;
}
// Resize and read voxels
//voxels.resize(voxelCount);
grid->voxels.resize(voxelCount);
for (size_t i = 0; i < voxelCount; ++i) {
file.read(reinterpret_cast<char*>(&grid->voxels[i].active), sizeof(grid->voxels[i].active));
file.read(reinterpret_cast<char*>(&grid->voxels[i].color.x), sizeof(grid->voxels[i].color.x));
file.read(reinterpret_cast<char*>(&grid->voxels[i].color.y), sizeof(grid->voxels[i].color.y));
file.read(reinterpret_cast<char*>(&grid->voxels[i].color.z), sizeof(grid->voxels[i].color.z));
}
file.close();
if (file.fail()) {
std::cerr << "Error: Failed to read from file: " << filename << std::endl;
return nullptr;
}
return grid;
}
static std::unique_ptr<VoxelGrid> deserializeFromFile(const std::string& filename);
Voxel& get(int x, int y, int z) {
return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x];
@@ -215,6 +236,10 @@ public:
return voxels[xyz.z * gridSize.x * gridSize.y + xyz.y * gridSize.x + xyz.x];
}
const Voxel& get(const Vec3i& xyz) const {
return voxels[xyz.z * gridSize.x * gridSize.y + xyz.y * gridSize.x + xyz.x];
}
void resize(int newW, int newH, int newD) {
std::vector<Voxel> newVoxels(newW * newH * newD);
int copyW = std::min(static_cast<int>(gridSize.x), newW);
@@ -266,11 +291,11 @@ public:
}
template<typename T>
bool inGrid(Vec3<T> voxl) {
bool inGrid(Vec3<T> voxl) const {
return (voxl >= 0 && voxl.x < gridSize.x && voxl.y < gridSize.y && voxl.z < gridSize.z);
}
void voxelTraverse(const Vec3d& origin, const Vec3d& end, std::vector<Vec3i>& visitedVoxel) {
void voxelTraverse(const Vec3d& origin, const Vec3d& end, std::vector<Vec3i>& visitedVoxel) const {
Vec3i cv = (origin / binSize).floorToI();
Vec3i lv = (end / binSize).floorToI();
Vec3d ray = end - origin;
@@ -338,7 +363,7 @@ public:
return gridSize.z;
}
frame renderFrame(const Camera& cam, Vec2i resolution, frame::colormap colorformat = frame::colormap::RGB) {
frame renderFrame(const Camera& cam, Vec2i resolution, frame::colormap colorformat = frame::colormap::RGB) const {
TIME_FUNCTION;
Vec3f forward = cam.forward();
Vec3f right = cam.right();
@@ -421,8 +446,221 @@ public:
std::cout << "Inactive voxels: " << (totalVoxels - activeVoxels) << std::endl;
std::cout << "Active percentage: " << activePercentage << "%" << std::endl;
std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl;
std::cout << "Mesh cached: " << (cachedMesh ? "Yes" : "No") << std::endl;
if (cachedMesh) {
std::cout << "Mesh vertices: " << cachedMesh->getVertexCount() << std::endl;
std::cout << "Mesh triangles: " << cachedMesh->getTriangleCount() << std::endl;
}
std::cout << "============================" << std::endl;
}
private:
// Helper function to check if a voxel is on the surface
bool isSurfaceVoxel(int x, int y, int z) const {
if (!inGrid(Vec3i(x, y, z))) return false;
if (!get(x, y, z).active) return false;
// Check all 6 neighbors
static const std::array<Vec3i, 6> neighbors = {{
Vec3i(1, 0, 0), Vec3i(-1, 0, 0),
Vec3i(0, 1, 0), Vec3i(0, -1, 0),
Vec3i(0, 0, 1), Vec3i(0, 0, -1)
}};
for (const auto& n : neighbors) {
Vec3i neighborPos(x + n.x, y + n.y, z + n.z);
if (!inGrid(neighborPos) || !get(neighborPos).active) {
return true; // At least one empty neighbor means this is a surface voxel
}
}
return false;
}
// Get normal for a surface voxel
Vec3f calculateVoxelNormal(int x, int y, int z) const {
Vec3f normal(0, 0, 0);
// Simple gradient-based normal calculation
if (inGrid(Vec3i(x+1, y, z)) && !get(x+1, y, z).active) normal.x += 1;
if (inGrid(Vec3i(x-1, y, z)) && !get(x-1, y, z).active) normal.x -= 1;
if (inGrid(Vec3i(x, y+1, z)) && !get(x, y+1, z).active) normal.y += 1;
if (inGrid(Vec3i(x, y-1, z)) && !get(x, y-1, z).active) normal.y -= 1;
if (inGrid(Vec3i(x, y, z+1)) && !get(x, y, z+1).active) normal.z += 1;
if (inGrid(Vec3i(x, y, z-1)) && !get(x, y, z-1).active) normal.z -= 1;
if (normal.lengthSquared() > 0) {
return normal.normalized();
}
return Vec3f(0, 1, 0); // Default up normal
}
Vertex getEdgeVertex(int edge, int x, int y, int z, float isoLevel = 0.5f) const {
// Edge vertices based on Marching Cubes algorithm
static const std::array<std::array<int, 2>, 12> edgeVertices = {{
{0, 1}, {1, 2}, {2, 3}, {3, 0}, // Bottom edges
{4, 5}, {5, 6}, {6, 7}, {7, 4}, // Top edges
{0, 4}, {1, 5}, {2, 6}, {3, 7} // Vertical edges
}};
static const std::array<Vec3f, 8> cubeVertices = {{
Vec3f(0, 0, 0), Vec3f(1, 0, 0), Vec3f(1, 1, 0), Vec3f(0, 1, 0),
Vec3f(0, 0, 1), Vec3f(1, 0, 1), Vec3f(1, 1, 1), Vec3f(0, 1, 1)
}};
const auto& [v1, v2] = edgeVertices[edge];
const Vec3f& p1 = cubeVertices[v1];
const Vec3f& p2 = cubeVertices[v2];
// For binary voxels, we can just use midpoint
Vec3f position = (p1 + p2) * 0.5f;
// Convert to world coordinates
position = position + Vec3f(x, y, z);
position = position * binSize;
// Get colors from neighboring voxels
Vec3ui8 color1 = get(x, y, z).color;
Vec3ui8 color2 = color1;
// Determine which neighboring voxel to use for the second color
// This is simplified - in a full implementation, you'd interpolate based on values
if (v2 == 1) color2 = get(x+1, y, z).color;
else if (v2 == 3) color2 = get(x, y+1, z).color;
else if (v2 == 4) color2 = get(x, y, z+1).color;
// Interpolate color
Vec3ui8 color(
static_cast<uint8_t>((color1.x + color2.x) / 2),
static_cast<uint8_t>((color1.y + color2.y) / 2),
static_cast<uint8_t>((color1.z + color2.z) / 2)
);
// Calculate normal (simplified)
Vec3f normal = calculateVoxelNormal(x, y, z);
return Vertex(position, normal, color);
}
// Helper function to add a face to the mesh
void addFace(Mesh& mesh, const Vec3f& basePos, const Vec3f& normal,
const Vec3ui8& color, bool flipWinding = false) {
Vec3f right, up;
// Determine right and up vectors based on normal
if (std::abs(normal.x) > std::abs(normal.y)) {
right = Vec3f(0, 0, 1);
} else {
right = Vec3f(1, 0, 0);
}
up = normal.cross(right).normalized();
right = up.cross(normal).normalized();
// Create face vertices
float halfSize = binSize * 0.5f;
Vec3f center = basePos + normal * halfSize;
Vec3f v0 = center - right * halfSize - up * halfSize;
Vec3f v1 = center + right * halfSize - up * halfSize;
Vec3f v2 = center + right * halfSize + up * halfSize;
Vec3f v3 = center - right * halfSize + up * halfSize;
// Add vertices to mesh
uint32_t startIndex = static_cast<uint32_t>(mesh.getVertexCount());
mesh.addVertex(Vertex(v0, normal, color));
mesh.addVertex(Vertex(v1, normal, color));
mesh.addVertex(Vertex(v2, normal, color));
mesh.addVertex(Vertex(v3, normal, color));
// Add triangles (two triangles per quad)
if (flipWinding) {
mesh.addTriangle(startIndex, startIndex + 1, startIndex + 2);
mesh.addTriangle(startIndex, startIndex + 2, startIndex + 3);
} else {
mesh.addTriangle(startIndex, startIndex + 2, startIndex + 1);
mesh.addTriangle(startIndex, startIndex + 3, startIndex + 2);
}
}
public:
// Mesh generation using Naive Surface Nets (simpler than Marching Cubes)
std::unique_ptr<Mesh> meshify() {
TIME_FUNCTION;
// If mesh is cached and not dirty, return it
if (cachedMesh && !meshDirty) {
return std::make_unique<Mesh>(*cachedMesh);
}
auto mesh = std::make_unique<Mesh>();
mesh->clear();
// For each voxel that's on the surface, create a quad
for (int z = 0; z < gridSize.z; z++) {
for (int y = 0; y < gridSize.y; y++) {
for (int x = 0; x < gridSize.x; x++) {
if (!get(x, y, z).active) continue;
const Voxel& voxel = get(x, y, z);
Vec3f basePos(x * binSize, y * binSize, z * binSize);
// Check each face
// Right face (x+)
if (!inGrid(Vec3i(x+1, y, z)) || !get(x+1, y, z).active) {
addFace(*mesh, basePos, Vec3f(1, 0, 0), voxel.color, true);
}
// Left face (x-)
if (!inGrid(Vec3i(x-1, y, z)) || !get(x-1, y, z).active) {
addFace(*mesh, basePos, Vec3f(-1, 0, 0), voxel.color, false);
}
// Top face (y+)
if (!inGrid(Vec3i(x, y+1, z)) || !get(x, y+1, z).active) {
addFace(*mesh, basePos, Vec3f(0, 1, 0), voxel.color, true);
}
// Bottom face (y-)
if (!inGrid(Vec3i(x, y-1, z)) || !get(x, y-1, z).active) {
addFace(*mesh, basePos, Vec3f(0, -1, 0), voxel.color, false);
}
// Front face (z+)
if (!inGrid(Vec3i(x, y, z+1)) || !get(x, y, z+1).active) {
addFace(*mesh, basePos, Vec3f(0, 0, 1), voxel.color, true);
}
// Back face (z-)
if (!inGrid(Vec3i(x, y, z-1)) || !get(x, y, z-1).active) {
addFace(*mesh, basePos, Vec3f(0, 0, -1), voxel.color, false);
}
}
}
}
// Optimize the mesh
mesh->optimize();
// Cache the mesh
cachedMesh = std::make_unique<Mesh>(*mesh);
meshDirty = false;
return mesh;
}
// Get cached mesh (regenerates if dirty)
std::unique_ptr<Mesh> getMesh() {
return meshify();
}
// Clear mesh cache
void clearMeshCache() {
cachedMesh.reset();
meshDirty = true;
}
// Check if mesh needs regeneration
bool isMeshDirty() const {
return meshDirty;
}
};
//#include "g3_serialization.hpp" needed to be usable
#endif

View File

@@ -1,22 +0,0 @@
#ifndef GRID3_Serialization
#define GRID3_Serialization
#include <fstream>
#include <cstring>
#include "grid3.hpp"
constexpr char magic[4] = {'Y', 'G', 'G', '3'};
inline bool serializeToFile(const VoxelGrid& grid, const std::string& filename) {
std::ofstream file(filename, std::ios::binary);
if (!file.is_open()) {
std::cerr << "failed to open file (serializeToFile): " << filename << std::endl;
return false;
}
file.write(magic, 4);
//int dims[3] = {grid.gridSize.x, grid.gridSize.y, grid.gridSize.z};
}
#endif