some further optimizing and updating mat3
This commit is contained in:
@@ -13,7 +13,7 @@
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#include "../output/frame.hpp"
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#include "../noise/pnoise2.hpp"
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#include "../vecmat/mat4.hpp"
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//#include "../vecmat/mat3.hpp"
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#include "../vecmat/mat3.hpp"
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#include <vector>
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#include <algorithm>
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#include "../basicdefines.hpp"
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@@ -125,6 +125,7 @@ class VoxelGrid {
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private:
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Vec3i gridSize;
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std::vector<Voxel> voxels;
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std::vector<bool> activeVoxels;
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std::unordered_map<Vec3i, Chunk, Vec3i::Hash> chunkList;
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int xyPlane;
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@@ -202,6 +203,39 @@ private:
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return tMax >= tMin && tMax >= 0.0f;
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}
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std::vector<Vec3f> precomputeRayDirs(const Camera& cam, Vec2i res) const {
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std::vector<Vec3f> dirs(res.x * res.y);
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#pragma omp parallel for
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int rest = res.x * res.y;
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for (int i = 0; i < rest; i++) {
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int x = i % res.x;
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int y = i / res.x;
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float aspect = static_cast<float>(res.x) / res.y;
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float tanHalfFOV = tan(cam.fov * 0.5f);
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// Convert to normalized device coordinates [-1, 1]
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float ndcX = (2.0f * (x + 0.5f) / res.x - 1.0f) * aspect * tanHalfFOV;
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float ndcY = (1.0f - 2.0f * (y + 0.5f) / res.y) * tanHalfFOV;
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Vec3f rayDirCameraSpace = Vec3f(ndcX, ndcY, -1.0f).normalized();
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// Transform to world space
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Vec3f forward = cam.forward();
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Vec3f right = cam.right();
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Vec3f up = cam.up;
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// Camera-to-world rotation matrix
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Mat3f cameraToWorld(
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right.x, up.x, -forward.x,
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right.y, up.y, -forward.y,
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right.z, up.z, -forward.z
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);
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// Compute ray direction once
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dirs[i] = (cameraToWorld * rayDirCameraSpace).normalized();
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}
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return dirs;
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}
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public:
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VoxelGrid() : gridSize(0,0,0) {
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std::cout << "creating empty grid." << std::endl;
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@@ -209,6 +243,7 @@ public:
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VoxelGrid(int w, int h, int d) : gridSize(w,h,d) {
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voxels.resize(w * h * d);
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activeVoxels.resize(w * h * d, false);
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}
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bool serializeToFile(const std::string& filename);
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@@ -230,9 +265,23 @@ public:
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const Voxel& get(const Vec3i& xyz) const {
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return get(xyz.x, xyz.y, xyz.z);
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}
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bool isActive(int x, int y, int z) const {
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return activeVoxels[mortonEncode(x,y,z)];
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}
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bool isActive(const Vec3i& xyz) const {
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return isActive(xyz.x, xyz.y, xyz.z);
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}
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bool isActive(size_t index) const {
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return activeVoxels[index];
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}
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void resize(int newW, int newH, int newD) {
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std::vector<Voxel> newVoxels(newW * newH * newD);
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size_t newSize = newW * newH * newD;
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std::vector<Voxel> newVoxels(newSize);
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std::vector<bool> newActiveVoxels(newSize, false);
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std::unordered_map<Vec3i, Chunk, Vec3i::Hash> chunklist;
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@@ -249,15 +298,23 @@ public:
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voxels.begin() + oldRowStart + copyW,
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newVoxels.begin() + newRowStart
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);
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std::copy(
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activeVoxels.begin() + oldRowStart,
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activeVoxels.begin() + oldRowStart + copyW,
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newActiveVoxels.begin() + newRowStart
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);
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for (int x = 0; x < copyW; ++x) {
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if (voxels[oldRowStart + x].active) {
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if (activeVoxels[oldRowStart + x]) {
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Vec3i cc(x / CHUNK_THRESHOLD, y / CHUNK_THRESHOLD, z / CHUNK_THRESHOLD);
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}
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}
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}
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}
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voxels = std::move(newVoxels);
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activeVoxels = std::move(newActiveVoxels);
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gridSize = Vec3i(newW, newH, newD);
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xyPlane = gridSize.x * gridSize.y;
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}
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@@ -276,10 +333,12 @@ public:
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resize(gridSize.max(pos));
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}
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Voxel& v = get(pos);
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size_t idx = mortonEncode(pos.x, pos.y, pos.z);
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Voxel& v = voxels[idx];
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v.active = active;
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v.color = color;
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v.alpha = alpha;
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activeVoxels[idx] = active;
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updateChunkStatus(pos, active);
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}
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}
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@@ -297,10 +356,12 @@ public:
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// Set all positions
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for (const auto& pos : positions) {
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Voxel& v = get(pos);
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size_t idx = mortonEncode(pos.x, pos.y, pos.z);
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Voxel& v = voxels[idx];
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v.active = active;
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v.color = color;
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v.alpha = alpha;
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activeVoxels[idx] = active;
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updateChunkStatus(pos, active);
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}
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}
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@@ -313,11 +374,11 @@ public:
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Vec3i cv = origin.floorToI();
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Vec3i lv = end.floorToI();
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Vec3f ray = end - origin;
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Vec3i step = Vec3i(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
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Vec3<int8_t> step = Vec3<int8_t>(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
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Vec3f tDelta = Vec3f(ray.x != 0 ? std::abs(1.0f / ray.x) : INF,
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ray.y != 0 ? std::abs(1.0f / ray.y) : INF,
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ray.z != 0 ? std::abs(1.0f / ray.z) : INF);
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ray.y != 0 ? std::abs(1.0f / ray.y) : INF,
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ray.z != 0 ? std::abs(1.0f / ray.z) : INF);
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Vec3f tMax;
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if (ray.x > 0) {
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tMax.x = (std::floor(origin.x) + 1.0f - origin.x) / ray.x;
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@@ -337,26 +398,18 @@ public:
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tMax.z = (origin.z - std::floor(origin.z)) / -ray.z;
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} else tMax.z = INF;
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float dist = 0.0f;
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outVoxel.alpha = 0.0;
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std::vector<size_t> activeIndices;
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activeIndices.reserve(16);
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while (lv != cv && inGrid(cv) && outVoxel.alpha < 1.f) {
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while (cv != lv && inGrid(cv) && activeIndices.size() < 16) {
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size_t idx = mortonEncode(cv.x, cv.y, cv.z);
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const Voxel& curv = get(cv);
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if (curv.active) {
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outVoxel.active = true;
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float remainingOpacity = 1.f - outVoxel.alpha;
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float contribution = curv.alpha * remainingOpacity;
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//Vec3f curC = curv.color.toFloat();
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if (outVoxel.alpha < EPSILON) {
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outVoxel.color = curv.color;
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} else {
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outVoxel.color = outVoxel.color + (curv.color * remainingOpacity);
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}
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outVoxel.alpha += contribution;
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if (voxels[idx].active) {
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activeIndices.push_back(idx);
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}
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// Step Logic
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int axis = (tMax.x < tMax.y) ?
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((tMax.x < tMax.z) ? 0 : 2) :
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((tMax.y < tMax.z) ? 1 : 2);
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@@ -374,10 +427,27 @@ public:
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tMax.z += tDelta.z;
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cv.z += step.z;
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break;
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}
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}
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}
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// Second pass: process only active voxels
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outVoxel.alpha = 0.0f;
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outVoxel.active = !activeIndices.empty();
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for (size_t idx : activeIndices) {
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if (outVoxel.alpha >= 1.0f) break;
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const Voxel& curVoxel = voxels[idx];
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float remainingOpacity = 1.0f - outVoxel.alpha;
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float contribution = curVoxel.alpha * remainingOpacity;
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if (outVoxel.alpha < EPSILON) {
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outVoxel.color = curVoxel.color;
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} else {
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outVoxel.color = outVoxel.color + (curVoxel.color * remainingOpacity);
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}
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outVoxel.alpha += contribution;
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}
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//outVoxel.color = newC
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return;
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}
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int getWidth() const {
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@@ -392,13 +462,6 @@ public:
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frame renderFrame(const Camera& cam, Vec2i resolution, frame::colormap colorformat = frame::colormap::RGB) const {
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TIME_FUNCTION;
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Vec3f forward = cam.forward();
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Vec3f right = cam.right();
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Vec3f up = cam.up;
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float aspect = resolution.aspect();
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float viewH = tan(cam.fov * 0.5f);
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float viewW = viewH * aspect;
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float maxDist = std::sqrt(gridSize.lengthSquared());
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Vec3f gridMin(0, 0, 0);
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@@ -408,56 +471,29 @@ public:
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if (colorformat == frame::colormap::RGB) {
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channels = 3;
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} else {
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channels - 4;
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channels = 4;
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}
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colorBuffer.resize(resolution.x * resolution.y * channels);
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std::vector<Vec3f> dirs = precomputeRayDirs(cam, resolution);
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int rest = resolution.x * resolution.y;
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#pragma omp parallel for
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for (int y = 0; y < resolution.y; y++) {
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float v = (1.f - 2.f * (y+0.5f) / resolution.y) * viewH;
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Vec3f vup = up * v;
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for (int x = 0; x < resolution.x; x++) {
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Voxel outVoxel(0, false, 0.f, Vec3ui8(10, 10, 255));
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float u = (2.f * (x+0.5f)/resolution.x - 1.f) * viewW;
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Vec3f rayDirWorld = (forward + right * u + vup).normalized();
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float tNear = 0.0f;
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float tFar = maxDist;
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bool hit = intersectRayAABB(cam.posfor.origin, rayDirWorld, gridMin, gridSize, tNear, tFar);
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if (!hit) {
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Vec3ui8 hitColor = outVoxel.color;
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// Set pixel color in buffer
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switch (colorformat) {
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case frame::colormap::BGRA: {
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int idx = (y * resolution.y + x) * 4;
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colorBuffer[idx + 3] = hitColor.x;
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colorBuffer[idx + 2] = hitColor.y;
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colorBuffer[idx + 1] = hitColor.z;
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colorBuffer[idx + 0] = 255;
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break;
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}
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case frame::colormap::RGB:
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default: {
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int idx = (y * resolution.y + x) * 3;
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colorBuffer[idx] = hitColor.x;
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colorBuffer[idx + 1] = hitColor.y;
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colorBuffer[idx + 2] = hitColor.z;
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break;
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}
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}
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continue;
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}
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Vec3f rayStartGrid = cam.posfor.origin;
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Vec3f rayEnd = rayStartGrid + rayDirWorld * tFar;
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Vec3f ray = rayEnd - rayStartGrid;
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voxelTraverse(rayStartGrid, rayEnd, outVoxel, maxDist);
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for (int idx = 0; idx < rest; idx++) {
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int x = idx % resolution.x;
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int y = idx / resolution.x;
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int resy = y * resolution.x;
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Voxel outVoxel(0, false, 0.f, Vec3ui8(10, 10, 255));
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Vec3f rayDirWorld = dirs[idx];
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float tNear = 0.0f;
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float tFar = maxDist;
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bool hit = intersectRayAABB(cam.posfor.origin, rayDirWorld, gridMin, gridSize, tNear, tFar);
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if (!hit) {
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Vec3ui8 hitColor = outVoxel.color;
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// Set pixel color in buffer
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switch (colorformat) {
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case frame::colormap::BGRA: {
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int idx = (y * resolution.y + x) * 4;
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int idx = (resy + x) * 4;
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colorBuffer[idx + 3] = hitColor.x;
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colorBuffer[idx + 2] = hitColor.y;
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colorBuffer[idx + 1] = hitColor.z;
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@@ -466,13 +502,40 @@ public:
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}
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case frame::colormap::RGB:
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default: {
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int idx = (y * resolution.y + x) * 3;
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int idx = (resy + x) * 3;
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colorBuffer[idx] = hitColor.x;
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colorBuffer[idx + 1] = hitColor.y;
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colorBuffer[idx + 2] = hitColor.z;
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break;
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}
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}
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continue;
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}
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Vec3f rayStartGrid = cam.posfor.origin;
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Vec3f rayEnd = rayStartGrid + rayDirWorld * tFar;
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Vec3f ray = rayEnd - rayStartGrid;
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voxelTraverse(rayStartGrid, rayEnd, outVoxel, maxDist);
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Vec3ui8 hitColor = outVoxel.color;
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// Set pixel color in buffer
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switch (colorformat) {
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case frame::colormap::BGRA: {
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int idx = (resy + x) * 4;
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colorBuffer[idx + 3] = hitColor.x;
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colorBuffer[idx + 2] = hitColor.y;
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colorBuffer[idx + 1] = hitColor.z;
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colorBuffer[idx + 0] = 255;
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break;
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}
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case frame::colormap::RGB:
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default: {
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int idx = (resy + x) * 3;
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colorBuffer[idx] = hitColor.x;
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colorBuffer[idx + 1] = hitColor.y;
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colorBuffer[idx + 2] = hitColor.z;
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break;
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}
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}
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}
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@@ -482,25 +545,25 @@ public:
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void printStats() const {
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int totalVoxels = gridSize.x * gridSize.y * gridSize.z;
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int activeVoxels = 0;
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int activeVoxelsCount = 0;
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// Count active voxels
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for (const Voxel& voxel : voxels) {
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if (voxel.active) {
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activeVoxels++;
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// Count active voxels using activeVoxels array
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for (bool isActive : activeVoxels) {
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if (isActive) {
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activeVoxelsCount++;
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}
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}
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float activePercentage = (totalVoxels > 0) ?
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(static_cast<float>(activeVoxels) / static_cast<float>(totalVoxels)) * 100.0f : 0.0f;
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(static_cast<float>(activeVoxelsCount) / static_cast<float>(totalVoxels)) * 100.0f : 0.0f;
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std::cout << "=== Voxel Grid Statistics ===" << std::endl;
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std::cout << "Grid dimensions: " << gridSize.x << " x " << gridSize.y << " x " << gridSize.z << std::endl;
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std::cout << "Total voxels: " << totalVoxels << std::endl;
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std::cout << "Active voxels: " << activeVoxels << std::endl;
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std::cout << "Inactive voxels: " << (totalVoxels - activeVoxels) << std::endl;
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std::cout << "Active voxels: " << activeVoxelsCount << std::endl;
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std::cout << "Inactive voxels: " << (totalVoxels - activeVoxelsCount) << std::endl;
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std::cout << "Active percentage: " << activePercentage << "%" << std::endl;
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std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl;
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std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel) + activeVoxels.size() * sizeof(bool)) / 1024 << " KB" << std::endl;
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std::cout << "============================" << std::endl;
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}
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@@ -535,10 +598,11 @@ public:
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for (int x = 0; x < gridSize.x; x++) {
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int vidx = yMult + x;
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int pidx = (y * gridSize.x + x) * colors;
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bool isActive = activeVoxels[vidx];
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Voxel cv = voxels[vidx];
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Vec3ui8 cvColor;
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float cvAlpha;
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if (cv.active) {
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if (isActive) {
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cvColor = cv.color;
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cvAlpha = cv.alpha;
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} else {
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@@ -588,4 +652,4 @@ public:
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};
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//#include "g3_serialization.hpp" needed to be usable
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#endif
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#endif
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