g3 works, but is slow.

This commit is contained in:
Yggdrasil75
2025-12-02 12:11:25 -05:00
parent b3f796ce01
commit ccfac21758
5 changed files with 882 additions and 17 deletions

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@@ -16,7 +16,7 @@ PKG_FLAGS := $(LINUX_GL_LIBS) `pkg-config --static --cflags --libs glfw3`
CXXFLAGS += $(PKG_FLAGS)
# Source files
SRC := $(SRC_DIR)/g2temp.cpp
SRC := $(SRC_DIR)/g3chromatic.cpp
#SRC := $(SRC_DIR)/g2chromatic2.cpp
SRC += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp
SRC += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_opengl3.cpp

551
tests/g3chromatic.cpp Normal file
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@@ -0,0 +1,551 @@
#include <iostream>
#include <vector>
#include <random>
#include <algorithm>
#include <cmath>
#include <tuple>
#include <unordered_set>
#include "../util/grid/grid3.hpp"
#include "../util/output/aviwriter.hpp"
#include "../util/output/bmpwriter.hpp"
#include "../util/timing_decorator.cpp"
#include "../imgui/imgui.h"
#include "../imgui/backends/imgui_impl_glfw.h"
#include "../imgui/backends/imgui_impl_opengl3.h"
#include <GLFW/glfw3.h>
#include "../stb/stb_image.h"
#include <thread>
#include <atomic>
#include <future>
#include <mutex>
#include <chrono>
#ifndef M_PI
#define M_PI = 3.1415
#endif
std::mutex m;
std::atomic<bool> isGenerating{false};
std::future<void> generationFuture;
std::mutex previewMutex;
std::atomic<bool> updatePreview{false};
frame currentPreviewFrame;
GLuint textu = 0;
std::string previewText;
struct Shared {
std::mutex mutex;
Grid3 grid;
bool hasNewFrame = false;
int currentFrame = 0;
};
struct AnimationConfig {
int width = 1024;
int height = 1024;
int depth = 1024;
int totalFrames = 480;
float fps = 30.0f;
int numSeeds = 8;
int noisemod = 42;
};
Grid3 setup(AnimationConfig config) {
TIME_FUNCTION;
Grid3 grid;
std::vector<Vec3> pos;
std::vector<Vec4> colors;
for (int x = 0; x < config.height; ++x) {
float r = (x / config.height) * 255;
for (int y = 0; y < config.width; ++y) {
float g = (y / config.height) * 255;
for (int z = 0; z < config.depth; ++z) {
float b = (z / config.height) * 255;
pos.push_back(Vec3(x,y,z));
colors.push_back(Vec4(r, g, b, 1.0f));
}
}
}
grid.bulkAddObjects(pos,colors);
return grid;
}
void Preview(AnimationConfig config, Grid3& grid) {
TIME_FUNCTION;
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) {
std::cout << "yo! this failed in Preview" << std::endl;
}
}
void livePreview(const Grid3& grid, AnimationConfig config) {
// std::lock_guard<std::mutex> lock(previewMutex);
// currentPreviewFrame = grid.getGridAsFrame(Vec2(config.width, config.height), Ray3(Vec3(config.width + 10,config.height + 10,config.depth + 10), Vec3(0)), frame::colormap::RGBA);
// glGenTextures(1, &textu);
// glBindTexture(GL_TEXTURE_2D, textu);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
// glBindTexture(GL_TEXTURE_2D, textu);
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, currentPreviewFrame.getWidth(), currentPreviewFrame.getHeight(),
// 0, GL_RGBA, GL_UNSIGNED_BYTE, currentPreviewFrame.getData().data());
// updatePreview = true;
}
std::vector<std::tuple<size_t, Vec3, Vec4>> pickSeeds(Grid3& grid, AnimationConfig config) {
TIME_FUNCTION;
// std::cout << "picking seeds" << std::endl;
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> xDist(0, config.width - 1);
std::uniform_int_distribution<> yDist(0, config.height - 1);
std::uniform_int_distribution<> zDist(0, config.depth - 1);
std::uniform_real_distribution<> colorDist(0.2f, 0.8f);
std::vector<std::tuple<size_t, Vec3, Vec4>> seeds;
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));
}
std::cout << "picked seeds" << std::endl;
return seeds;
}
void expandPixel(Grid3& grid, AnimationConfig config, std::vector<std::tuple<size_t, Vec3, Vec4>>& seeds) {
TIME_FUNCTION;
std::cout << "expanding pixel" << std::endl;
std::vector<std::tuple<size_t, Vec3, Vec4>> newseeds;
int counter = 0;
std::unordered_set<size_t> visitedThisFrame;
for (const auto& seed : seeds) {
visitedThisFrame.insert(std::get<0>(seed));
}
//std::cout << "counter at: " << counter++ << std::endl;
for (const std::tuple<size_t, Vec3, Vec4>& seed : seeds) {
size_t id = std::get<0>(seed);
Vec3 seedPOS = std::get<1>(seed);
Vec4 seedColor = std::get<2>(seed);
std::vector<size_t> neighbors = grid.getNeighbors(id);
for (size_t neighbor : neighbors) {
std::cout << "counter at 1: " << counter++ << std::endl;
if (visitedThisFrame.count(neighbor)) {
continue;
}
Vec3 neipos;
try {
neipos = grid.getPositionID(neighbor);
} catch (const std::out_of_range& e) {
continue;
}
Vec4 neighborColor;
try {
neighborColor = grid.getColor(neighbor);
} catch (const std::out_of_range& e) {
// If color doesn't exist, use default or skip
continue;
}
visitedThisFrame.insert(neighbor);
// Vec3 neipos = grid.getPositionID(neighbor);
// Vec4 neighborColor = grid.getColor(neighbor);
float distance = seedPOS.distance(neipos);
float angle = seedPOS.directionTo(neipos);
float normalizedAngle = (angle + M_PI) / (2.0f * M_PI);
float blendFactor = 0.3f + 0.4f * std::sin(normalizedAngle * 2.0f * M_PI);
blendFactor = std::clamp(blendFactor, 0.1f, 0.9f);
//std::cout << "counter at 2: " << counter++ << std::endl;
Vec4 newcolor = Vec4(
seedColor.r * blendFactor + neighborColor.r * (1.0f - blendFactor),
seedColor.g * (1.0f - blendFactor) + neighborColor.g * blendFactor,
seedColor.b * (0.5f + 0.5f * std::sin(normalizedAngle * 4.0f * M_PI)),
1.0f
);
newcolor = newcolor.clamp(0.0f, 1.0f);
grid.setColor(neighbor, newcolor);
newseeds.emplace_back(neighbor, neipos, newcolor);
std::cout << "counter at 3: " << counter++ << std::endl;
}
}
seeds.clear();
seeds.shrink_to_fit();
seeds = std::move(newseeds);
//std::cout << "expanded pixel" << std::endl;
}
//bool exportavi(std::vector<std::vector<uint8_t>> frames, AnimationConfig config) {
bool exportavi(std::vector<frame> frames, AnimationConfig config) {
TIME_FUNCTION;
std::string filename = "output/chromatic_transformation3d.avi";
std::cout << "Frame count: " << frames.size() << std::endl;
// Log compression statistics for all frames
std::cout << "\n=== Frame Compression Statistics ===" << std::endl;
size_t totalOriginalSize = 0;
size_t totalCompressedSize = 0;
for (int i = 0; i < frames.size(); ++i) {
totalOriginalSize += frames[i].getSourceSize();
totalCompressedSize += frames[i].getTotalCompressedSize();
}
double overallRatio = static_cast<double>(totalOriginalSize) / totalCompressedSize;
double overallSavings = (1.0 - 1.0/overallRatio) * 100.0;
std::cout << "\n=== Overall Compression Summary ===" << std::endl;
std::cout << "Total frames: " << frames.size() << std::endl;
std::cout << "Compressed frames: " << frames.size() << std::endl;
std::cout << "Total original size: " << totalOriginalSize << " bytes ("
<< std::fixed << std::setprecision(2) << (totalOriginalSize / (1024.0 * 1024.0)) << " MB)" << std::endl;
std::cout << "Total compressed size: " << totalCompressedSize << " bytes ("
<< std::fixed << std::setprecision(2) << (totalCompressedSize / (1024.0 * 1024.0)) << " MB)" << std::endl;
std::cout << "Overall compression ratio: " << std::fixed << std::setprecision(2) << overallRatio << ":1" << std::endl;
std::cout << "Overall space savings: " << std::fixed << std::setprecision(1) << overallSavings << "%" << std::endl;
std::filesystem::path dir = "output";
if (!std::filesystem::exists(dir)) {
if (!std::filesystem::create_directories(dir)) {
std::cout << "Failed to create output directory!" << std::endl;
return false;
}
}
bool success = AVIWriter::saveAVIFromCompressedFrames(filename, frames, frames[0].getWidth(), frames[0].getHeight(), config.fps);
if (success) {
// Check if file actually exists
if (std::filesystem::exists(filename)) {
auto file_size = std::filesystem::file_size(filename);
std::cout << "\nAVI file created successfully: " << filename
<< " (" << file_size << " bytes, "
<< std::fixed << std::setprecision(2) << (file_size / (1024.0 * 1024.0)) << " MB)" << std::endl;
}
} else {
std::cout << "Failed to save AVI file!" << std::endl;
}
return success;
}
void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
TIME_FUNCTION;
isGenerating = true;
try {
Grid3 grid;
if (gradnoise == 0) {
grid = setup(config);
} else if (gradnoise == 1) {
grid = grid.noiseGenGrid(Vec3(0, 0, 0), Vec3(config.height, config.width, config.depth), 0.01, 1.0, true, config.noisemod);
}
grid.setDefault(Vec4(0,0,0,0));
{
std:: lock_guard<std::mutex> lock(state.mutex);
state.grid = grid;
state.hasNewFrame = true;
state.currentFrame = 0;
}
std::cout << "generated grid" << std::endl;
Preview(config, grid);
std::cout << "generated preview" << std::endl;
std::vector<std::tuple<size_t, Vec3, Vec4>> seeds = pickSeeds(grid, config);
std::vector<frame> frames;
for (int i = 0; i < config.totalFrames; ++i){
// Check if we should stop the generation
if (!isGenerating) {
std::cout << "Generation cancelled at frame " << i << std::endl;
return;
}
expandPixel(grid,config,seeds);
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;
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);
// BMPWriter::saveBMP(std::format("output/grayscalesource3d.{}.bmp", i), bgrframe);
bgrframe.compressFrameLZ78();
//bgrframe.printCompressionStats();
//}
}
exportavi(frames,config);
}
catch (const std::exception& e) {
std::cerr << "errored at: " << e.what() << std::endl;
}
isGenerating = false;
}
// Function to cancel ongoing generation
void cancelGeneration() {
if (isGenerating) {
isGenerating = false;
// Wait for the thread to finish (with timeout to avoid hanging)
if (generationFuture.valid()) {
auto status = generationFuture.wait_for(std::chrono::milliseconds(100));
if (status != std::future_status::ready) {
std::cout << "Waiting for generation thread to finish..." << std::endl;
}
}
}
}
static void glfw_error_callback(int error, const char* description)
{
fprintf(stderr, "GLFW Error %d: %s\n", error, description);
}
int main() {
//static bool window = true;
glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) {
std::cerr << "gui stuff is dumb in c++." << std::endl;
glfwTerminate();
return 1;
}
// COPIED VERBATIM FROM IMGUI.
#if defined(IMGUI_IMPL_OPENGL_ES2)
// GL ES 2.0 + GLSL 100 (WebGL 1.0)
const char* glsl_version = "#version 100";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(IMGUI_IMPL_OPENGL_ES3)
// GL ES 3.0 + GLSL 300 es (WebGL 2.0)
const char* glsl_version = "#version 300 es";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
#elif defined(__APPLE__)
// GL 3.2 + GLSL 150
const char* glsl_version = "#version 150";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // Required on Mac
#else
// GL 3.0 + GLSL 130
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // 3.2+ only
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // 3.0+ only
#endif
//ImGui::SetNextWindowSize(ImVec2(1110,667));
//auto beg = ImGui::Begin("Gradient thing", &window);
//if (beg) {
// std::cout << "stuff breaks at 223" << std::endl;
bool application_not_closed = true;
//float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor());
GLFWwindow* window = glfwCreateWindow((int)(1280), (int)(800), "Chromatic gradient generator thing", nullptr, nullptr);
if (window == nullptr)
return 1;
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
//IMGUI_CHECKVERSION(); //this might be more important than I realize. but cant run with it so currently ignoring.
ImGui::CreateContext();
// std::cout << "context created" << std::endl;
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
ImGui::StyleColorsDark();
ImGuiStyle& style = ImGui::GetStyle();
//style.ScaleAllSizes(1); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
//style.FontScaleDpi = 1; //will need to implement my own scaling at some point. currently just ignoring it.
ImGui_ImplGlfw_InitForOpenGL(window, true);
#ifdef __EMSCRIPTEN__
ImGui_ImplGlfw_InstallEmscriptenCallbacks(window, "#canvas");
#endif
ImGui_ImplOpenGL3_Init(glsl_version);
// std::cout << "created glfw window" << std::endl;
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
static float f = 30.0f;
static int iHeight = 256;
static int iWidth = 256;
static int iDepth = 256;
static int i3 = 60;
static int i4 = 8;
static int noisemod = 42;
static float fs = 1.0;
std::future<void> mainlogicthread;
Shared state;
Grid3 grid;
AnimationConfig config;
previewText = "Please generate";
int gradnoise = true;
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
// Start the Dear ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
ImGui::Begin("settings");
ImGui::SliderFloat("fps", &f, 20.0f, 60.0f);
ImGui::SliderInt("width", &iHeight, 64, 4096);
ImGui::SliderInt("height", &iWidth, 64, 4096);
ImGui::SliderInt("depth", &iDepth, 64, 4096);
ImGui::SliderInt("frame count", &i3, 10, 1024);
ImGui::SliderInt("number of Seeds", &i4, 1, 10);
ImGui::SliderInt("Noise Mod", &noisemod, 0, 1000);
ImGui::SliderFloat("Scale Preview", &fs, 0.0, 2.0);
ImGui::RadioButton("Gradient", &gradnoise, 0);
ImGui::RadioButton("Perlin Noise", &gradnoise, 1);
if (isGenerating) {
ImGui::BeginDisabled();
}
if (ImGui::Button("Generate Animation")) {
config = AnimationConfig(iHeight, iWidth, iDepth, i3, f, i4, noisemod);
mainlogicthread = std::async(std::launch::async, mainLogic, config, std::ref(state), gradnoise);
}
if (isGenerating && textu != 0) {
ImGui::EndDisabled();
ImGui::SameLine();
if (ImGui::Button("Cancel")) {
cancelGeneration();
}
// Check for new frames from the generation thread
bool hasNewFrame = false;
{
std::lock_guard<std::mutex> lock(state.mutex);
if (state.hasNewFrame) {
livePreview(state.grid, config);
state.hasNewFrame = false;
previewText = "Generating... Frame: " + std::to_string(state.currentFrame);
}
}
ImGui::Text(previewText.c_str());
if (textu != 0) {
ImVec2 imageSize = ImVec2(config.width * fs, config.height * fs);
ImVec2 uv_min = ImVec2(0.0f, 0.0f);
ImVec2 uv_max = ImVec2(1.0f, 1.0f);
ImGui::Image((void*)(intptr_t)textu, imageSize, uv_min, uv_max);
} else {
ImGui::Text("Generating preview...");
}
} else if (isGenerating) {
ImGui::EndDisabled();
ImGui::SameLine();
if (ImGui::Button("Cancel")) {
cancelGeneration();
}
// Check for new frames from the generation thread
bool hasNewFrame = false;
{
std::lock_guard<std::mutex> lock(state.mutex);
if (state.hasNewFrame) {
livePreview(state.grid, config);
state.hasNewFrame = false;
previewText = "Generating... Frame: " + std::to_string(state.currentFrame);
}
}
ImGui::Text(previewText.c_str());
} else if (textu != 0){
//ImGui::EndDisabled();
ImGui::Text(previewText.c_str());
if (textu != 0) {
ImVec2 imageSize = ImVec2(config.width * 0.5f, config.height * 0.5f);
ImVec2 uv_min = ImVec2(0.0f, 0.0f);
ImVec2 uv_max = ImVec2(1.0f, 1.0f);
ImGui::Image((void*)(intptr_t)textu, imageSize, uv_min, uv_max);
} else {
ImGui::Text("Generating preview...");
}
} else {
ImGui::Text("No preview available");
ImGui::Text("Start generation to see live preview");
}
//std::cout << "sleeping" << std::endl;
std::this_thread::sleep_for(std::chrono::milliseconds(100));
//std::cout << "ending" << std::endl;
ImGui::End();
}
// std::cout << "ending frame" << std::endl;
ImGui::Render();
int display_w, display_h;
glfwGetFramebufferSize(window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
// std::cout << "rendering" << std::endl;
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
glfwSwapBuffers(window);
//mainlogicthread.join();
// std::cout << "swapping buffers" << std::endl;
}
cancelGeneration();
// std::cout << "shutting down" << std::endl;
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
// std::cout << "destroying" << std::endl;
glfwDestroyWindow(window);
if (textu != 0) {
glDeleteTextures(1, &textu);
textu = 0;
}
glfwTerminate();
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
// std::cout << "printing" << std::endl;
return 0;
}

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@@ -286,9 +286,9 @@ public:
float alpha = noisegen.permute(pos);
if (alpha > minChance && alpha < maxChance) {
if (color) {
float red = noisegen.permute(Vec3(nx*0.3,ny*0.3, nz*0.3));
float green = noisegen.permute(Vec3(nx*0.6,ny*0.6, nz*0.6));
float blue = noisegen.permute(Vec3(nx*0.9,ny*0.9, nz*0.9));
float red = noisegen.permute(Vec3(nx, ny, nz)*0.3);
float green = noisegen.permute(Vec3(nx, ny, nz)*0.6);
float blue = noisegen.permute(Vec3(nx, ny, nz)*0.9);
Vec4 newc = Vec4(red,green,blue,1.0);
colors.push_back(newc);
poses.push_back(Vec3(x,y,z));
@@ -332,7 +332,7 @@ public:
void setNeighborRadius(float radius) {
neighborRadius = radius;
optimizeSpatialGrid();
//optimizeSpatialGrid();
}
Vec4 getDefaultBackgroundColor() const {
@@ -419,12 +419,12 @@ public:
return Pixels.at(id).getColor();
}
void getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
std::pair<Vec3,Vec3> getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const {
TIME_FUNCTION;
if (Positions.empty()) {
std::cout << "empty" << std::endl;
minCorner = Vec3(0, 0, 0);
maxCorner = Vec3(0, 0, 0);
return;
}
// Initialize with first position
@@ -433,19 +433,270 @@ public:
maxCorner = it->second;
// Find min and max coordinates
//#pragma omp parallel for
for (const auto& [id, pos] : Positions) {
minCorner.x = std::min(minCorner.x, pos.x);
minCorner.y = std::min(minCorner.y, pos.y);
minCorner.z = std::min(minCorner.z, pos.z);
maxCorner.x = std::max(maxCorner.x, pos.x);
maxCorner.y = std::max(maxCorner.y, pos.y);
maxCorner.z = std::max(maxCorner.z, pos.z);
}
std::cout << "bounding box: " << minCorner << ", " << maxCorner << std::endl;
return std::make_pair(minCorner, maxCorner);
}
frame getGridRegionAsFrame(const Vec3& minCorner, const Vec3& maxCorner, Vec3& res,
const Ray3& View, frame::colormap outChannels = frame::colormap::RGB) {
frame getGridRegionAsFrame(const Vec3& minCorner, const Vec3& maxCorner, const Vec2& res,
const Ray3& View, frame::colormap outChannels = frame::colormap::RGB) const {
TIME_FUNCTION;
//TODO: need to implement this.
// Calculate volume dimensions
float width = maxCorner.x - minCorner.x;
float height = maxCorner.y - minCorner.y;
float depth = maxCorner.z - minCorner.z;
size_t outputWidth = static_cast<int>(res.x);
size_t outputHeight = static_cast<int>(res.y);
// Validate dimensions
if (width <= 0 || height <= 0 || depth <= 0 || outputWidth <= 0 || outputHeight <= 0) {
frame outframe = frame();
outframe.colorFormat = outChannels;
return outframe;
}
// if (regenpreventer) {
// frame outframe = frame();
// outframe.colorFormat = outChannels;
// return outframe;
// }
// regenpreventer = true;
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);
// Create buffers for accumulation
std::unordered_map<Vec2, Vec4> colorBuffer; // Final blended colors per pixel
std::unordered_map<Vec2, Vec4> colorAccumBuffer; // Accumulated colors per pixel
std::unordered_map<Vec2, int> countBuffer; // Count of voxels per pixel
std::unordered_map<Vec2, float> depthBuffer; // Depth buffer for visibility
// Reserve memory for better performance
size_t bufferSize = outputWidth * outputHeight;
colorBuffer.reserve(bufferSize);
colorAccumBuffer.reserve(bufferSize);
countBuffer.reserve(bufferSize);
depthBuffer.reserve(bufferSize);
std::cout << "Built buffers for " << bufferSize << " pixels" << std::endl;
// Pre-calculate view parameters
Vec3 viewDirection = View.direction;
Vec3 viewOrigin = View.origin;
// Define view plane axes (simplified orthographic projection)
Vec3 viewRight = Vec3(1, 0, 0);
Vec3 viewUp = Vec3(0, 1, 0);
// If we want perspective projection, we can use the ray direction
// For now, using orthographic projection aligned with view direction
// Calculate scaling factors for projection
float xScale = outputWidth / width;
float yScale = outputHeight / height;
std::cout << "Processing voxels..." << std::endl;
size_t voxelCount = 0;
// Process all voxels in the region
for (const auto& [id, pos] : Positions) {
// Check if voxel is within the region
if (pos.x >= minCorner.x && pos.x <= maxCorner.x &&
pos.y >= minCorner.y && pos.y <= maxCorner.y &&
pos.z >= minCorner.z && pos.z <= maxCorner.z) {
voxelCount++;
// Project 3D position to 2D screen coordinates
// Simple orthographic projection: ignore Z for position, use Z for depth sorting
// Calculate relative position within region
float relX = pos.x - minCorner.x;
float relY = pos.y - minCorner.y;
float relZ = pos.z - minCorner.z;
// Project to 2D pixel coordinates
// Using perspective projection based on view direction
Vec3 toVoxel = pos - viewOrigin;
float distance = toVoxel.length();
// Simple projection: parallel to view direction
// For proper perspective, we'd need to calculate intersection with view plane
// Here's a simplified approach:
Vec3 viewPlanePos = pos - (toVoxel.dot(viewDirection)) * viewDirection;
// Transform to screen coordinates
float screenX = viewPlanePos.dot(viewRight);
float screenY = viewPlanePos.dot(viewUp);
// Convert to pixel coordinates
int pixX = static_cast<int>((screenX - minCorner.x) * xScale);
int pixY = static_cast<int>((screenY - minCorner.y) * yScale);
// Clamp to output bounds
pixX = std::max(0, std::min(pixX, static_cast<int>(outputWidth) - 1));
pixY = std::max(0, std::min(pixY, static_cast<int>(outputHeight) - 1));
Vec2 pixelPos(pixX, pixY);
// Get voxel color and opacity
Vec4 voxelColor = Pixels.at(id).getColor();
// Use depth for visibility (simplified: use Z coordinate)
float depth = relZ; // Or use distance for perspective
// Check if this voxel is closer than previous ones at this pixel
bool shouldRender = true;
auto depthIt = depthBuffer.find(pixelPos);
if (depthIt != depthBuffer.end()) {
// Existing voxel at this pixel - check if new one is closer
if (depth > depthIt->second) {
// New voxel is behind existing one
shouldRender = false;
} else {
// New voxel is in front, update depth
depthBuffer[pixelPos] = depth;
}
} else {
// First voxel at this pixel
depthBuffer[pixelPos] = depth;
}
if (shouldRender) {
// Accumulate color (we'll average later)
colorAccumBuffer[pixelPos] += voxelColor;
countBuffer[pixelPos]++;
// For depth-based rendering, we could store the closest color
colorBuffer[pixelPos] = voxelColor; // Simple: overwrite with closest
}
}
}
std::cout << "Processed " << voxelCount << " voxels" << std::endl;
std::cout << "Blending colors..." << std::endl;
// Prepare output buffer based on color format
switch (outChannels) {
case frame::colormap::RGBA: {
std::vector<uint8_t> pixelBuffer(outputWidth * outputHeight * 4, 0);
// Fill buffer with blended colors or background
for (size_t y = 0; y < outputHeight; ++y) {
for (size_t x = 0; x < outputWidth; ++x) {
Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 4;
Vec4 finalColor;
auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) {
// Average accumulated colors
finalColor = colorAccumBuffer[pixelPos] / static_cast<float>(countIt->second);
// Apply gamma correction and clamp
finalColor = finalColor.clamp(0.0f, 1.0f);
finalColor = finalColor * 255.0f;
} else {
// Use background color
finalColor = defaultBackgroundColor * 255.0f;
}
pixelBuffer[index + 0] = static_cast<uint8_t>(finalColor.r);
pixelBuffer[index + 1] = static_cast<uint8_t>(finalColor.g);
pixelBuffer[index + 2] = static_cast<uint8_t>(finalColor.b);
pixelBuffer[index + 3] = static_cast<uint8_t>(finalColor.a);
}
}
outframe.setData(pixelBuffer);
break;
}
case frame::colormap::BGR: {
std::vector<uint8_t> pixelBuffer(outputWidth * outputHeight * 3, 0);
for (size_t y = 0; y < outputHeight; ++y) {
for (size_t x = 0; x < outputWidth; ++x) {
Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 3;
Vec4 finalColor;
auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) {
finalColor = colorAccumBuffer[pixelPos] / static_cast<float>(countIt->second);
finalColor = finalColor.clamp(0.0f, 1.0f);
finalColor = finalColor * 255.0f;
} else {
finalColor = defaultBackgroundColor * 255.0f;
}
pixelBuffer[index + 2] = static_cast<uint8_t>(finalColor.r); // BGR swap
pixelBuffer[index + 1] = static_cast<uint8_t>(finalColor.g);
pixelBuffer[index + 0] = static_cast<uint8_t>(finalColor.b);
}
}
outframe.setData(pixelBuffer);
break;
}
case frame::colormap::RGB:
default: {
std::vector<uint8_t> pixelBuffer(outputWidth * outputHeight * 3, 0);
for (size_t y = 0; y < outputHeight; ++y) {
for (size_t x = 0; x < outputWidth; ++x) {
Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 3;
Vec4 finalColor;
auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) {
finalColor = colorAccumBuffer[pixelPos] / static_cast<float>(countIt->second);
finalColor = finalColor.clamp(0.0f, 1.0f);
finalColor = finalColor * 255.0f;
} else {
finalColor = defaultBackgroundColor * 255.0f;
}
pixelBuffer[index + 0] = static_cast<uint8_t>(finalColor.r);
pixelBuffer[index + 1] = static_cast<uint8_t>(finalColor.g);
pixelBuffer[index + 2] = static_cast<uint8_t>(finalColor.b);
}
}
outframe.setData(pixelBuffer);
break;
}
}
std::cout << "Rendering complete" << std::endl;
// regenpreventer = false;
return outframe;
}
frame getGridAsFrame(const Vec2& res, const Ray3& View, frame::colormap outChannels = frame::colormap::RGB) const {
Vec3 Min;
Vec3 Max;
auto a = getBoundingBox(Min, Max);
return getGridRegionAsFrame(a.first, a.second, res, View, outChannels);
}
size_t removeID(size_t id) {
@@ -505,6 +756,7 @@ public:
}
void optimizeSpatialGrid() {
TIME_FUNCTION;
//std::cout << "optimizeSpatialGrid()" << std::endl;
spatialCellSize = neighborRadius * neighborRadius;
spatialGrid = SpatialGrid3(spatialCellSize);
@@ -518,17 +770,26 @@ public:
std::vector<size_t> getNeighbors(size_t id) const {
Vec3 pos = Positions.at(id);
// std::cout << "something something neighbors blah blah" << std::endl;
std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius);
// std::cout << "something something neighbors blah blah got em" << std::endl;
std::vector<size_t> neighbors;
float radiusSq = neighborRadius * neighborRadius;
for (size_t candidateId : candidates) {
if (candidateId != id && pos.distanceSquared(Positions.at(candidateId)) <= radiusSq) {
if (candidateId == id) continue;
if (!Positions.contains(candidateId)) continue;
// std::cout << "something something neighbors blah blah validating" << std::endl;
if (pos.distanceSquared(Positions.at(candidateId)) <= radiusSq) {
if (Pixels.find(candidateId) != Pixels.end()) {
std::cerr << "NOT IN PIXELS! ERROR! ERROR!" <<std::endl;
continue;
}
neighbors.push_back(candidateId);
}
}
// std::cout << "something something neighbors blah blah done" << std::endl;
return neighbors;
}
@@ -550,6 +811,7 @@ public:
}
Grid3 backfillGrid() {
TIME_FUNCTION;
Vec3 Min;
Vec3 Max;
getBoundingBox(Min, Max);
@@ -570,7 +832,32 @@ public:
bulkAddObjects(newPos, newColors);
return *this;
}
bool checkConsistency() const {
std::cout << "=== Consistency Check ===" << std::endl;
std::cout << "Positions size: " << Positions.size() << std::endl;
std::cout << "Pixels size: " << Pixels.size() << std::endl;
// Check 1: All Pixels should have corresponding Positions
for (const auto& [id, voxel] : Pixels) {
if (!Positions.contains(id)) {
std::cout << "ERROR: Pixel ID " << id << " not in Positions!" << std::endl;
return false;
}
}
// Check 2: All Positions should have corresponding Pixels (maybe not always true?)
for (const auto& [id, pos] : Positions) {
if (Pixels.find(id) == Pixels.end()) {
std::cout << "ERROR: Position ID " << id << " not in Pixels!" << std::endl;
std::cout << " Position: " << pos << std::endl;
return false;
}
}
std::cout << "Consistency check passed!" << std::endl;
return true;
}
};

View File

@@ -159,7 +159,7 @@ public:
float retval = lerp(w, y1, y2);
std::cout << "returning: " << retval << std::endl;
//std::cout << "returning: " << retval << std::endl;
return retval;
}

View File

@@ -294,11 +294,38 @@ public:
float sinA = std::sin(angle);
return Vec3(x * cosA - y * sinA, x * sinA + y * cosA, z);
}
float angle() const {
float r = length();
if (r == 0) return 0;
float θ = std::acos(z / r);
return θ;
}
float azimuth() const {
float φ = std::atan2(y, x);
return φ;
}
std::pair<float, float> sphericalAngles() const {
float r = length();
if (r == 0) return {0, 0};
float θ = std::acos(z / r);
float φ = std::atan2(y, x);
return {θ, φ};
}
float angleTo(const Vec3& other) const {
return std::acos(this->dot(other) / (this->length() * other.length()));
}
float directionTo(const Vec3& other) const {
Vec3 direction = other - *this;
return direction.angleTo(other);
}
float& operator[](int index) {
return (&x)[index];
}