made vec templates.

This commit is contained in:
Yggdrasil75
2025-12-04 12:44:02 -05:00
parent b418f38689
commit ff8639baae
7 changed files with 345 additions and 292 deletions

View File

@@ -56,16 +56,16 @@ struct AnimationConfig {
Grid3 setup(AnimationConfig config) { Grid3 setup(AnimationConfig config) {
TIME_FUNCTION; TIME_FUNCTION;
Grid3 grid; Grid3 grid;
std::vector<Vec3> pos; std::vector<Vec3f> pos;
std::vector<Vec4> colors; std::vector<Vec4ui8> colors;
for (int x = 0; x < config.height; ++x) { for (int x = 0; x < config.height; ++x) {
float r = (x / config.height) * 255; float r = (x / config.height) * 255;
for (int y = 0; y < config.width; ++y) { for (int y = 0; y < config.width; ++y) {
float g = (y / config.height) * 255; float g = (y / config.height) * 255;
for (int z = 0; z < config.depth; ++z) { for (int z = 0; z < config.depth; ++z) {
float b = (z / config.height) * 255; float b = (z / config.height) * 255;
pos.push_back(Vec3(x,y,z)); pos.push_back(Vec3f(x,y,z));
colors.push_back(Vec4(r, g, b, 1.0f)); colors.push_back(Vec4ui8(r, g, b, 1.0f));
} }
} }
} }
@@ -76,7 +76,7 @@ Grid3 setup(AnimationConfig config) {
void Preview(AnimationConfig config, Grid3& grid) { void Preview(AnimationConfig config, Grid3& grid) {
TIME_FUNCTION; 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); frame rgbData = grid.getGridAsFrame(Vec2(config.width, config.height), Ray3(Vec3f(config.width + 10,config.height + 10,config.depth + 10), Vec3f(0)), frame::colormap::RGB);
std::cout << "Frame looks like: " << rgbData << std::endl; std::cout << "Frame looks like: " << rgbData << std::endl;
bool success = BMPWriter::saveBMP("output/grayscalesource3d.bmp", rgbData); bool success = BMPWriter::saveBMP("output/grayscalesource3d.bmp", rgbData);
if (!success) { if (!success) {
@@ -87,7 +87,7 @@ void Preview(AnimationConfig config, Grid3& grid) {
void livePreview(const Grid3& grid, AnimationConfig config) { void livePreview(const Grid3& grid, AnimationConfig config) {
// std::lock_guard<std::mutex> lock(previewMutex); // 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); // currentPreviewFrame = grid.getGridAsFrame(Vec2(config.width, config.height), Ray3(Vec3f(config.width + 10,config.height + 10,config.depth + 10), Vec3f(0)), frame::colormap::RGBA);
// glGenTextures(1, &textu); // glGenTextures(1, &textu);
// glBindTexture(GL_TEXTURE_2D, textu); // glBindTexture(GL_TEXTURE_2D, textu);
@@ -102,7 +102,7 @@ void livePreview(const Grid3& grid, AnimationConfig config) {
// updatePreview = true; // updatePreview = true;
} }
std::vector<std::tuple<size_t, Vec3, Vec4>> pickSeeds(Grid3& grid, AnimationConfig config) { std::vector<std::tuple<size_t, Vec3f, Vec4ui8>> pickSeeds(Grid3& grid, AnimationConfig config) {
TIME_FUNCTION; TIME_FUNCTION;
// std::cout << "picking seeds" << std::endl; // std::cout << "picking seeds" << std::endl;
std::random_device rd; std::random_device rd;
@@ -112,11 +112,11 @@ std::vector<std::tuple<size_t, Vec3, Vec4>> pickSeeds(Grid3& grid, AnimationConf
std::uniform_int_distribution<> zDist(0, config.depth - 1); std::uniform_int_distribution<> zDist(0, config.depth - 1);
std::uniform_real_distribution<> colorDist(0.2f, 0.8f); std::uniform_real_distribution<> colorDist(0.2f, 0.8f);
std::vector<std::tuple<size_t, Vec3, Vec4>> seeds; std::vector<std::tuple<size_t, Vec3f, Vec4ui8>> seeds;
for (int i = 0; i < config.numSeeds; ++i) { for (int i = 0; i < config.numSeeds; ++i) {
Vec3 point(xDist(gen), yDist(gen), zDist(gen)); Vec3f point(xDist(gen), yDist(gen), zDist(gen));
Vec4 color(colorDist(gen), colorDist(gen), colorDist(gen), 255); Vec4ui8 color(colorDist(gen), colorDist(gen), colorDist(gen), 255);
bool foundValidPos; bool foundValidPos;
int maxTries = 0; int maxTries = 0;
while (!foundValidPos && maxTries < 10) { while (!foundValidPos && maxTries < 10) {
@@ -132,10 +132,10 @@ std::vector<std::tuple<size_t, Vec3, Vec4>> pickSeeds(Grid3& grid, AnimationConf
return seeds; return seeds;
} }
void expandPixel(Grid3& grid, AnimationConfig config, std::vector<std::tuple<size_t, Vec3, Vec4>>& seeds) { void expandPixel(Grid3& grid, AnimationConfig config, std::vector<std::tuple<size_t, Vec3f, Vec4ui8>>& seeds) {
TIME_FUNCTION; TIME_FUNCTION;
std::cout << "expanding pixel" << std::endl; std::cout << "expanding pixel" << std::endl;
std::vector<std::tuple<size_t, Vec3, Vec4>> newseeds; std::vector<std::tuple<size_t, Vec3f, Vec4ui8>> newseeds;
int counter = 0; int counter = 0;
std::unordered_set<size_t> visitedThisFrame; std::unordered_set<size_t> visitedThisFrame;
@@ -144,10 +144,10 @@ void expandPixel(Grid3& grid, AnimationConfig config, std::vector<std::tuple<siz
} }
//std::cout << "counter at: " << counter++ << std::endl; //std::cout << "counter at: " << counter++ << std::endl;
for (const std::tuple<size_t, Vec3, Vec4>& seed : seeds) { for (const std::tuple<size_t, Vec3f, Vec4ui8>& seed : seeds) {
size_t id = std::get<0>(seed); size_t id = std::get<0>(seed);
Vec3 seedPOS = std::get<1>(seed); Vec3f seedPOS = std::get<1>(seed);
Vec4 seedColor = std::get<2>(seed); Vec4ui8 seedColor = std::get<2>(seed);
std::vector<size_t> neighbors = grid.getNeighbors(id); std::vector<size_t> neighbors = grid.getNeighbors(id);
for (size_t neighbor : neighbors) { for (size_t neighbor : neighbors) {
std::cout << "counter at 1: " << counter++ << std::endl; std::cout << "counter at 1: " << counter++ << std::endl;
@@ -155,13 +155,13 @@ void expandPixel(Grid3& grid, AnimationConfig config, std::vector<std::tuple<siz
continue; continue;
} }
Vec3 neipos; Vec3f neipos;
try { try {
neipos = grid.getPositionID(neighbor); neipos = grid.getPositionID(neighbor);
} catch (const std::out_of_range& e) { } catch (const std::out_of_range& e) {
continue; continue;
} }
Vec4 neighborColor; Vec4ui8 neighborColor;
try { try {
neighborColor = grid.getColor(neighbor); neighborColor = grid.getColor(neighbor);
} catch (const std::out_of_range& e) { } catch (const std::out_of_range& e) {
@@ -170,7 +170,7 @@ void expandPixel(Grid3& grid, AnimationConfig config, std::vector<std::tuple<siz
} }
visitedThisFrame.insert(neighbor); visitedThisFrame.insert(neighbor);
// Vec3 neipos = grid.getPositionID(neighbor); // Vec3f neipos = grid.getPositionID(neighbor);
// Vec4 neighborColor = grid.getColor(neighbor); // Vec4 neighborColor = grid.getColor(neighbor);
float distance = seedPOS.distance(neipos); float distance = seedPOS.distance(neipos);
float angle = seedPOS.directionTo(neipos); float angle = seedPOS.directionTo(neipos);
@@ -179,7 +179,7 @@ void expandPixel(Grid3& grid, AnimationConfig config, std::vector<std::tuple<siz
float blendFactor = 0.3f + 0.4f * std::sin(normalizedAngle * 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); blendFactor = std::clamp(blendFactor, 0.1f, 0.9f);
//std::cout << "counter at 2: " << counter++ << std::endl; //std::cout << "counter at 2: " << counter++ << std::endl;
Vec4 newcolor = Vec4( Vec4ui8 newcolor = Vec4ui8(
seedColor.r * blendFactor + neighborColor.r * (1.0f - blendFactor), seedColor.r * blendFactor + neighborColor.r * (1.0f - blendFactor),
seedColor.g * (1.0f - blendFactor) + neighborColor.g * blendFactor, seedColor.g * (1.0f - blendFactor) + neighborColor.g * blendFactor,
seedColor.b * (0.5f + 0.5f * std::sin(normalizedAngle * 4.0f * M_PI)), seedColor.b * (0.5f + 0.5f * std::sin(normalizedAngle * 4.0f * M_PI)),
@@ -262,9 +262,9 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
if (gradnoise == 0) { if (gradnoise == 0) {
grid = setup(config); grid = setup(config);
} else if (gradnoise == 1) { } 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 = grid.noiseGenGrid(Vec3f(0, 0, 0), Vec3f(config.height, config.width, config.depth), 0.01, 1.0, true, config.noisemod);
} }
grid.setDefault(Vec4(0,0,0,0)); grid.setDefault(Vec4ui8(0,0,0,0));
{ {
std::lock_guard<std::mutex> lock(state.mutex); std::lock_guard<std::mutex> lock(state.mutex);
state.grid = grid; state.grid = grid;
@@ -274,7 +274,7 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
std::cout << "generated grid" << std::endl; std::cout << "generated grid" << std::endl;
Preview(config, grid); Preview(config, grid);
std::cout << "generated preview" << std::endl; std::cout << "generated preview" << std::endl;
std::vector<std::tuple<size_t, Vec3, Vec4>> seeds = pickSeeds(grid, config); std::vector<std::tuple<size_t, Vec3f, Vec4ui8>> seeds = pickSeeds(grid, config);
std::vector<frame> frames; std::vector<frame> frames;
for (int i = 0; i < config.totalFrames; ++i){ for (int i = 0; i < config.totalFrames; ++i){
@@ -294,7 +294,7 @@ void mainLogic(const AnimationConfig& config, Shared& state, int gradnoise) {
//if (i % 10 == 0 ) { //if (i % 10 == 0 ) {
frame bgrframe; frame bgrframe;
std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl; 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); bgrframe = grid.getGridAsFrame(Vec2(config.width,config.height), Ray3(Vec3f(config.width + 10,config.height + 10,config.depth + 10), Vec3f(0)), frame::colormap::BGR);
frames.push_back(bgrframe); frames.push_back(bgrframe);
// BMPWriter::saveBMP(std::format("output/grayscalesource3d.{}.bmp", i), bgrframe); // BMPWriter::saveBMP(std::format("output/grayscalesource3d.{}.bmp", i), bgrframe);
bgrframe.compressFrameLZ78(); bgrframe.compressFrameLZ78();

View File

@@ -2,7 +2,7 @@
#define GRID3_HPP #define GRID3_HPP
#include <unordered_map> #include <unordered_map>
#include "../vectorlogic/vec3.hpp" #include "../vectorlogic/Vec3.hpp"
#include "../vectorlogic/vec4.hpp" #include "../vectorlogic/vec4.hpp"
#include "../timing_decorator.hpp" #include "../timing_decorator.hpp"
#include "../output/frame.hpp" #include "../output/frame.hpp"
@@ -20,41 +20,41 @@ constexpr int CHUNK_SIZE = 16;
class GenericVoxel { class GenericVoxel {
protected: protected:
size_t id; size_t id;
Vec4 color; Vec4ui8 color;
Vec3 pos; Vec3f pos;
public: public:
//constructors //constructors
GenericVoxel(size_t id, Vec4 color, Vec3 pos) : id(id), color(color), pos(pos) {}; GenericVoxel(size_t id, Vec4ui8 color, Vec3f pos) : id(id), color(color), pos(pos) {};
GenericVoxel() : id(0), color(Vec4()), pos(Vec3()) {}; GenericVoxel() : id(0), color(Vec4ui8()), pos(Vec3f()) {};
//getters //getters
size_t getId() const { size_t getId() const {
return id; return id;
} }
Vec3 getPos() const { Vec3f getPos() const {
return pos; return pos;
} }
Vec4 getColor() const { Vec4ui8 getColor() const {
return color; return color;
} }
//setters //setters
void setColor(Vec4 newColor) { void setColor(Vec4ui8 newColor) {
color = newColor; color = newColor;
} }
void setPos(Vec3 newPos) { void setPos(Vec3f newPos) {
pos = newPos; pos = newPos;
} }
void setId(size_t newId) { void setId(size_t newId) {
id = newId; id = newId;
} }
void move(Vec3 newPos) { void move(Vec3f newPos) {
pos = newPos; pos = newPos;
} }
void recolor(Vec4 newColor) { void recolor(Vec4ui8 newColor) {
color.recolor(newColor); color.recolor(newColor);
} }
}; };
@@ -63,33 +63,33 @@ public:
/// @details Maintains two hashmaps to allow O(1) lookup in either direction. /// @details Maintains two hashmaps to allow O(1) lookup in either direction.
class reverselookupassistant3 { class reverselookupassistant3 {
private: private:
std::unordered_map<size_t, Vec3> Positions; std::unordered_map<size_t, Vec3f> Positions;
/// "Positions" reversed - stores the reverse mapping from Vec3 to ID. /// "Positions" reversed - stores the reverse mapping from Vec3f to ID.
std::unordered_map<Vec3, size_t, Vec3::Hash> ƨnoiƚiƨoꟼ; std::unordered_map<Vec3f, size_t, Vec3f::Hash> ƨnoiƚiƨoꟼ;
size_t next_id; size_t next_id;
public: public:
/// @brief Get the Position associated with a specific ID. /// @brief Get the Position associated with a specific ID.
/// @throws std::out_of_range if the ID does not exist. /// @throws std::out_of_range if the ID does not exist.
Vec3 at(size_t id) const { Vec3f at(size_t id) const {
auto it = Positions.at(id); auto it = Positions.at(id);
return it; return it;
} }
/// @brief Get the ID associated with a specific Position. /// @brief Get the ID associated with a specific Position.
/// @throws std::out_of_range if the Position does not exist. /// @throws std::out_of_range if the Position does not exist.
size_t at(const Vec3& pos) const { size_t at(const Vec3f& pos) const {
size_t id = ƨnoiƚiƨoꟼ.at(pos); size_t id = ƨnoiƚiƨoꟼ.at(pos);
return id; return id;
} }
/// @brief Finds a position by ID (Wrapper for at). /// @brief Finds a position by ID (Wrapper for at).
Vec3 find(size_t id) { Vec3f find(size_t id) {
return Positions.at(id); return Positions.at(id);
} }
/// @brief Registers a new position and assigns it a unique ID. /// @brief Registers a new position and assigns it a unique ID.
/// @return The newly generated ID. /// @return The newly generated ID.
size_t set(const Vec3& pos) { size_t set(const Vec3f& pos) {
size_t id = next_id++; size_t id = next_id++;
Positions[id] = pos; Positions[id] = pos;
ƨnoiƚiƨoꟼ[pos] = id; ƨnoiƚiƨoꟼ[pos] = id;
@@ -98,14 +98,14 @@ public:
/// @brief Removes an entry by ID. /// @brief Removes an entry by ID.
size_t remove(size_t id) { size_t remove(size_t id) {
Vec3& pos = Positions[id]; Vec3f& pos = Positions[id];
Positions.erase(id); Positions.erase(id);
ƨnoiƚiƨoꟼ.erase(pos); ƨnoiƚiƨoꟼ.erase(pos);
return id; return id;
} }
/// @brief Removes an entry by Position. /// @brief Removes an entry by Position.
size_t remove(const Vec3& pos) { size_t remove(const Vec3f& pos) {
size_t id = ƨnoiƚiƨoꟼ[pos]; size_t id = ƨnoiƚiƨoꟼ[pos];
Positions.erase(id); Positions.erase(id);
ƨnoiƚiƨoꟼ.erase(pos); ƨnoiƚiƨoꟼ.erase(pos);
@@ -141,8 +141,8 @@ public:
next_id = 0; next_id = 0;
} }
using iterator = typename std::unordered_map<size_t, Vec3>::iterator; using iterator = typename std::unordered_map<size_t, Vec3f>::iterator;
using const_iterator = typename std::unordered_map<size_t, Vec3>::const_iterator; using const_iterator = typename std::unordered_map<size_t, Vec3f>::const_iterator;
iterator begin() { iterator begin() {
return Positions.begin(); return Positions.begin();
@@ -167,31 +167,51 @@ public:
return (Positions.find(id) != Positions.end()); return (Positions.find(id) != Positions.end());
} }
bool contains(const Vec3& pos) const { bool contains(const Vec3f& pos) const {
return (ƨnoiƚiƨoꟼ.find(pos) != ƨnoiƚiƨoꟼ.end()); return (ƨnoiƚiƨoꟼ.find(pos) != ƨnoiƚiƨoꟼ.end());
} }
}; };
class Chunk3 : GenericVoxel { class Chunk3 : public GenericVoxel {
private: private:
Vec3 chunkCoord; Vec3f chunkCoord;
std::unordered_set<size_t> voxelIDs; std::unordered_set<size_t> voxelIDs;
std::vector<GenericVoxel> storedValues;
bool isCompressed = false; bool isCompressed = false;
int detailLevel; int detailLevel;
std::vector<GenericVoxel> fullVoxels; std::vector<GenericVoxel> fullVoxels;
std::vector<uint16_t> compressedVoxels;
public: public:
Chunk3(const Vec3& coord) : chunkCoord(coord) {} //overload GenericVoxel
Vec4ui8 getColor() {
if (isCompressed) {
return color;
} else {
if (fullVoxels.empty()) {
return Vec4ui8();
}
Vec3 getCoord() const { return chunkCoord; } Vec4ui8 accumulatedColor(0, 0, 0, 0);
std::pair<Vec3, Vec3> getBounds() const { for (const auto& voxel : fullVoxels) {
Vec3 minBound( accumulatedColor = accumulatedColor + voxel.getColor();
}
float count = static_cast<float>(fullVoxels.size());
return accumulatedColor / count;
}
}
Chunk3(const Vec3f& coord) : chunkCoord(coord) {}
Vec3f getCoord() const { return chunkCoord; }
std::pair<Vec3f, Vec3f> getBounds() const {
Vec3f minBound(
chunkCoord.x*CHUNK_SIZE, chunkCoord.x*CHUNK_SIZE,
chunkCoord.y*CHUNK_SIZE, chunkCoord.y*CHUNK_SIZE,
chunkCoord.z*CHUNK_SIZE chunkCoord.z*CHUNK_SIZE
); );
Vec3 maxBound( Vec3f maxBound(
minBound.x+CHUNK_SIZE, minBound.x+CHUNK_SIZE,
minBound.y+CHUNK_SIZE, minBound.y+CHUNK_SIZE,
minBound.z+CHUNK_SIZE minBound.z+CHUNK_SIZE
@@ -199,14 +219,14 @@ public:
return {minBound, maxBound}; return {minBound, maxBound};
} }
Vec3 worldToChunkPos(const Vec3& worldPos) const { Vec3f worldToChunkPos(const Vec3f& worldPos) const {
auto [minBound, _] = getBounds(); auto [minBound, _] = getBounds();
return worldPos - minBound; return worldPos - minBound;
} }
std::vector<uint8_t> compress() { std::vector<uint8_t> compress() {
for (auto value : storedValues) { for (auto value : fullVoxels) {
Vec4 sc = value.getColor() / CHUNK_SIZE;
} }
} }
@@ -217,26 +237,26 @@ class SpatialGrid3 {
private: private:
float cellSize; float cellSize;
public: public:
std::unordered_map<Vec3, std::unordered_set<size_t>, Vec3::Hash> grid; std::unordered_map<Vec3f, std::unordered_set<size_t>, Vec3f::Hash> grid;
/// @brief Initializes the spatial grid. /// @brief Initializes the spatial grid.
/// @param cellSize The dimension of the spatial buckets. Larger cells mean more items per bucket but fewer buckets. /// @param cellSize The dimension of the spatial buckets. Larger cells mean more items per bucket but fewer buckets.
SpatialGrid3(float cellSize = 2.0f) : cellSize(cellSize) {} SpatialGrid3(float cellSize = 2.0f) : cellSize(cellSize) {}
/// @brief Converts world coordinates to spatial grid coordinates. /// @brief Converts world coordinates to spatial grid coordinates.
Vec3 worldToGrid(const Vec3& worldPos) const { Vec3f worldToGrid(const Vec3f& worldPos) const {
return (worldPos / cellSize).floor(); return (worldPos / cellSize).floor();
} }
/// @brief Adds an object ID to the spatial index at the given position. /// @brief Adds an object ID to the spatial index at the given position.
void insert(size_t id, const Vec3& pos) { void insert(size_t id, const Vec3f& pos) {
Vec3 gridPos = worldToGrid(pos); Vec3f gridPos = worldToGrid(pos);
grid[gridPos].insert(id); grid[gridPos].insert(id);
} }
/// @brief Removes an object ID from the spatial index. /// @brief Removes an object ID from the spatial index.
void remove(size_t id, const Vec3& pos) { void remove(size_t id, const Vec3f& pos) {
Vec3 gridPos = worldToGrid(pos); Vec3f gridPos = worldToGrid(pos);
auto cellIt = grid.find(gridPos); auto cellIt = grid.find(gridPos);
if (cellIt != grid.end()) { if (cellIt != grid.end()) {
cellIt->second.erase(id); cellIt->second.erase(id);
@@ -247,9 +267,9 @@ public:
} }
/// @brief Moves an object within the spatial index (removes from old cell, adds to new if changed). /// @brief Moves an object within the spatial index (removes from old cell, adds to new if changed).
void update(size_t id, const Vec3& oldPos, const Vec3& newPos) { void update(size_t id, const Vec3f& oldPos, const Vec3f& newPos) {
Vec3 oldGridPos = worldToGrid(oldPos); Vec3f oldGridPos = worldToGrid(oldPos);
Vec3 newGridPos = worldToGrid(newPos); Vec3f newGridPos = worldToGrid(newPos);
if (oldGridPos != newGridPos) { if (oldGridPos != newGridPos) {
remove(id, oldPos); remove(id, oldPos);
@@ -258,7 +278,7 @@ public:
} }
/// @brief Returns all IDs located in the specific grid cell containing 'center'. /// @brief Returns all IDs located in the specific grid cell containing 'center'.
std::unordered_set<size_t> find(const Vec3& center) const { std::unordered_set<size_t> find(const Vec3f& center) const {
auto cellIt = grid.find(worldToGrid(center)); auto cellIt = grid.find(worldToGrid(center));
if (cellIt != grid.end()) { if (cellIt != grid.end()) {
return cellIt->second; return cellIt->second;
@@ -270,13 +290,13 @@ public:
/// @param center The world position center. /// @param center The world position center.
/// @param radius The search radius (defines the bounds of grid cells to check). /// @param radius The search radius (defines the bounds of grid cells to check).
/// @return A vector of candidate IDs (Note: this returns objects in valid grid cells, further distance checks may be required). /// @return A vector of candidate IDs (Note: this returns objects in valid grid cells, further distance checks may be required).
std::vector<size_t> queryRange(const Vec3& center, float radius) const { std::vector<size_t> queryRange(const Vec3f& center, float radius) const {
std::vector<size_t> results; std::vector<size_t> results;
float radiusSq = radius * radius; float radiusSq = radius * radius;
// Calculate grid bounds for the query // Calculate grid bounds for the query
Vec3 minGrid = worldToGrid(center - Vec3(radius, radius, radius)); Vec3f minGrid = worldToGrid(center - Vec3f(radius, radius, radius));
Vec3 maxGrid = worldToGrid(center + Vec3(radius, radius, radius)); Vec3f maxGrid = worldToGrid(center + Vec3f(radius, radius, radius));
size_t estimatedSize = (maxGrid.x - minGrid.x + 1) * (maxGrid.y - minGrid.y + 1) * (maxGrid.z - minGrid.z + 1) * 10; size_t estimatedSize = (maxGrid.x - minGrid.x + 1) * (maxGrid.y - minGrid.y + 1) * (maxGrid.z - minGrid.z + 1) * 10;
results.reserve(estimatedSize); results.reserve(estimatedSize);
@@ -285,7 +305,7 @@ public:
for (int x = minGrid.x; x <= maxGrid.x; ++x) { for (int x = minGrid.x; x <= maxGrid.x; ++x) {
for (int y = minGrid.y; y <= maxGrid.y; ++y) { for (int y = minGrid.y; y <= maxGrid.y; ++y) {
for (int z = minGrid.z; z <= minGrid.z; ++z) { for (int z = minGrid.z; z <= minGrid.z; ++z) {
auto cellIt = grid.find(Vec3(x, y, z)); auto cellIt = grid.find(Vec3f(x, y, z));
if (cellIt != grid.end()) { if (cellIt != grid.end()) {
results.insert(results.end(), cellIt->second.begin(), cellIt->second.end()); results.insert(results.end(), cellIt->second.begin(), cellIt->second.end());
} }
@@ -316,40 +336,40 @@ protected:
float spatialCellSize = neighborRadius * 1.5f; float spatialCellSize = neighborRadius * 1.5f;
// Default background color for empty spaces // Default background color for empty spaces
Vec4 defaultBackgroundColor = Vec4(0.0f, 0.0f, 0.0f, 0.0f); Vec4ui8 defaultBackgroundColor = Vec4ui8(0, 0, 0, 0);
PNoise2 noisegen; PNoise2 noisegen;
bool regenpreventer = false; bool regenpreventer = false;
public: public:
Grid3& noiseGenGrid(Vec3 min, Vec3 max, float minChance = 0.1f Grid3& noiseGenGrid(Vec3f min, Vec3f max, float minChance = 0.1f
, float maxChance = 1.0f, bool color = true, int noisemod = 42) { , float maxChance = 1.0f, bool color = true, int noisemod = 42) {
TIME_FUNCTION; TIME_FUNCTION;
noisegen = PNoise2(noisemod); noisegen = PNoise2(noisemod);
std::cout << "generating a noise grid with the following: "<< min << " by " << max << "chance min: " << minChance std::cout << "generating a noise grid with the following: "<< min << " by " << max << "chance min: " << minChance
<< " max: " << maxChance << " gen colors: " << color << std::endl; << " max: " << maxChance << " gen colors: " << color << std::endl;
std::vector<Vec3> poses; std::vector<Vec3f> poses;
std::vector<Vec4> colors; std::vector<Vec4ui8> colors;
for (int x = min.x; x < max.x; x++) { for (int x = min.x; x < max.x; x++) {
for (int y = min.y; y < max.y; y++) { for (int y = min.y; y < max.y; y++) {
for (int z = min.z; z < max.z; z++) { for (int z = min.z; z < max.z; z++) {
float nx = (x+noisemod)/(max.x+EPSILON)/0.1; float nx = (x+noisemod)/(max.x+EPSILON)/0.1;
float ny = (y+noisemod)/(max.y+EPSILON)/0.1; float ny = (y+noisemod)/(max.y+EPSILON)/0.1;
float nz = (z+noisemod)/(max.z+EPSILON)/0.1; float nz = (z+noisemod)/(max.z+EPSILON)/0.1;
Vec3 pos = Vec3(nx,ny,nz); Vec3f pos = Vec3f(nx,ny,nz);
float alpha = noisegen.permute(pos); float alpha = noisegen.permute(pos);
if (alpha > minChance && alpha < maxChance) { if (alpha > minChance && alpha < maxChance) {
if (color) { if (color) {
float red = noisegen.permute(Vec3(nx, ny, nz)*0.3); float red = noisegen.permute(Vec3f(nx, ny, nz)*0.3);
float green = noisegen.permute(Vec3(nx, ny, nz)*0.6); float green = noisegen.permute(Vec3f(nx, ny, nz)*0.6);
float blue = noisegen.permute(Vec3(nx, ny, nz)*0.9); float blue = noisegen.permute(Vec3f(nx, ny, nz)*0.9);
Vec4 newc = Vec4(red,green,blue,1.0); Vec4 newc = Vec4ui8(red,green,blue,1.0);
colors.push_back(newc); colors.push_back(newc);
poses.push_back(Vec3(x,y,z)); poses.push_back(Vec3f(x,y,z));
} else { } else {
Vec4 newc = Vec4(alpha,alpha,alpha,1.0); Vec4 newc = Vec4ui8(alpha,alpha,alpha,1.0);
colors.push_back(newc); colors.push_back(newc);
poses.push_back(Vec3(x,y,z)); poses.push_back(Vec3f(x,y,z));
} }
} }
} }
@@ -360,7 +380,7 @@ public:
return *this; return *this;
} }
size_t addObject(const Vec3& pos, const Vec4& color, float size = 1.0f) { size_t addObject(const Vec3f& pos, const Vec4ui8& color, float size = 1.0f) {
size_t id = Positions.set(pos); size_t id = Positions.set(pos);
Pixels.emplace(id, GenericVoxel(id, color, pos)); Pixels.emplace(id, GenericVoxel(id, color, pos));
spatialGrid.insert(id, pos); spatialGrid.insert(id, pos);
@@ -368,19 +388,19 @@ public:
} }
/// @brief Sets the default background color. /// @brief Sets the default background color.
void setDefault(const Vec4& color) { void setDefault(const Vec4ui8& color) {
defaultBackgroundColor = color; defaultBackgroundColor = color;
} }
/// @brief Moves an object to a new position and updates spatial indexing. /// @brief Moves an object to a new position and updates spatial indexing.
void setPosition(size_t id, const Vec3& newPosition) { void setPosition(size_t id, const Vec3f& newPosition) {
Vec3 oldPosition = Positions.at(id); Vec3f oldPosition = Positions.at(id);
Pixels.at(id).move(newPosition); Pixels.at(id).move(newPosition);
spatialGrid.update(id, oldPosition, newPosition); spatialGrid.update(id, oldPosition, newPosition);
Positions.at(id).move(newPosition); Positions.at(id).move(newPosition);
} }
void setColor(size_t id, const Vec4 color) { void setColor(size_t id, const Vec4ui8 color) {
Pixels.at(id).recolor(color); Pixels.at(id).recolor(color);
} }
@@ -389,20 +409,20 @@ public:
//optimizeSpatialGrid(); //optimizeSpatialGrid();
} }
Vec4 getDefaultBackgroundColor() const { Vec4ui8 getDefaultBackgroundColor() const {
return defaultBackgroundColor; return defaultBackgroundColor;
} }
Vec3 getPositionID(size_t id) const { Vec3f getPositionID(size_t id) const {
Vec3 it = Positions.at(id); Vec3f it = Positions.at(id);
return it; return it;
} }
size_t getPositionVec(const Vec3& pos, float radius = 0.0f) const { size_t getPositionVec(const Vec3f& pos, float radius = 0.0f) const {
TIME_FUNCTION; TIME_FUNCTION;
if (radius == 0.0f) { if (radius == 0.0f) {
// Exact match - use spatial grid to find the cell // Exact match - use spatial grid to find the cell
Vec3 gridPos = spatialGrid.worldToGrid(pos); Vec3f gridPos = spatialGrid.worldToGrid(pos);
auto cellIt = spatialGrid.grid.find(gridPos); auto cellIt = spatialGrid.grid.find(gridPos);
if (cellIt != spatialGrid.grid.end()) { if (cellIt != spatialGrid.grid.end()) {
for (size_t id : cellIt->second) { for (size_t id : cellIt->second) {
@@ -421,10 +441,10 @@ public:
} }
} }
size_t getOrCreatePositionVec(const Vec3& pos, float radius = 0.0f, bool create = true) { size_t getOrCreatePositionVec(const Vec3f& pos, float radius = 0.0f, bool create = true) {
//TIME_FUNCTION; //called too many times and average time is less than 0.0000001 so ignore it. //TIME_FUNCTION; //called too many times and average time is less than 0.0000001 so ignore it.
if (radius == 0.0f) { if (radius == 0.0f) {
Vec3 gridPos = spatialGrid.worldToGrid(pos); Vec3f gridPos = spatialGrid.worldToGrid(pos);
auto cellIt = spatialGrid.grid.find(gridPos); auto cellIt = spatialGrid.grid.find(gridPos);
if (cellIt != spatialGrid.grid.end()) { if (cellIt != spatialGrid.grid.end()) {
for (size_t id : cellIt->second) { for (size_t id : cellIt->second) {
@@ -449,7 +469,7 @@ public:
} }
} }
std::vector<size_t> getPositionVecRegion(const Vec3& pos, float radius = 1.0f) const { std::vector<size_t> getPositionVecRegion(const Vec3f& pos, float radius = 1.0f) const {
//TIME_FUNCTION; //TIME_FUNCTION;
float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius; float searchRadius = (radius == 0.0f) ? std::numeric_limits<float>::epsilon() : radius;
@@ -469,16 +489,16 @@ public:
return results; return results;
} }
Vec4 getColor(size_t id) { Vec4ui8 getColor(size_t id) {
return Pixels.at(id).getColor(); return Pixels.at(id).getColor();
} }
std::pair<Vec3,Vec3> getBoundingBox(Vec3& minCorner, Vec3& maxCorner) const { std::pair<Vec3f,Vec3f> getBoundingBox(Vec3f& minCorner, Vec3f& maxCorner) const {
TIME_FUNCTION; TIME_FUNCTION;
if (Positions.empty()) { if (Positions.empty()) {
std::cout << "empty" << std::endl; std::cout << "empty" << std::endl;
minCorner = Vec3(0, 0, 0); minCorner = Vec3f(0, 0, 0);
maxCorner = Vec3(0, 0, 0); maxCorner = Vec3f(0, 0, 0);
} }
// Initialize with first position // Initialize with first position
@@ -499,8 +519,8 @@ public:
return std::make_pair(minCorner, maxCorner); return std::make_pair(minCorner, maxCorner);
} }
frame getGridRegionAsFrame(const Vec3& minCorner, const Vec3& maxCorner, const Vec2& res, frame getGridRegionAsFrame(const Vec3f& minCorner, const Vec3f& maxCorner, const Vec2& res,
const Ray3& View, frame::colormap outChannels = frame::colormap::RGB) const { const Ray3<float>& View, frame::colormap outChannels = frame::colormap::RGB) const {
TIME_FUNCTION; TIME_FUNCTION;
// Calculate volume dimensions // Calculate volume dimensions
@@ -520,8 +540,8 @@ public:
frame outframe(outputWidth, outputHeight, outChannels); frame outframe(outputWidth, outputHeight, outChannels);
std::unordered_map<Vec2, Vec4> colorBuffer; std::unordered_map<Vec2, Vec4ui8> colorBuffer;
std::unordered_map<Vec2, Vec4> colorAccumBuffer; std::unordered_map<Vec2, Vec4ui8> colorAccumBuffer;
std::unordered_map<Vec2, int> countBuffer; std::unordered_map<Vec2, int> countBuffer;
std::unordered_map<Vec2, float> depthBuffer; std::unordered_map<Vec2, float> depthBuffer;
@@ -531,11 +551,11 @@ public:
countBuffer.reserve(bufferSize); countBuffer.reserve(bufferSize);
depthBuffer.reserve(bufferSize); depthBuffer.reserve(bufferSize);
Vec3 viewDirection = View.direction; Vec3f viewDirection = View.direction;
Vec3 viewOrigin = View.origin; Vec3f viewOrigin = View.origin;
Vec3 viewRight = Vec3(1, 0, 0); Vec3f viewRight = Vec3f(1, 0, 0);
Vec3 viewUp = Vec3(0, 1, 0); Vec3f viewUp = Vec3f(0, 1, 0);
float xScale = outputWidth / width; float xScale = outputWidth / width;
float yScale = outputHeight / height; float yScale = outputHeight / height;
@@ -553,10 +573,10 @@ public:
float relY = pos.y - minCorner.y; float relY = pos.y - minCorner.y;
float relZ = pos.z - minCorner.z; float relZ = pos.z - minCorner.z;
Vec3 toVoxel = pos - viewOrigin; Vec3f toVoxel = pos - viewOrigin;
float distance = toVoxel.length(); float distance = toVoxel.length();
Vec3 viewPlanePos = pos - (toVoxel.dot(viewDirection)) * viewDirection; Vec3f viewPlanePos = pos - (toVoxel.dot(viewDirection)) * viewDirection;
float screenX = viewPlanePos.dot(viewRight); float screenX = viewPlanePos.dot(viewRight);
float screenY = viewPlanePos.dot(viewUp); float screenY = viewPlanePos.dot(viewUp);
@@ -569,7 +589,7 @@ public:
Vec2 pixelPos(pixX, pixY); Vec2 pixelPos(pixX, pixY);
Vec4 voxelColor = Pixels.at(id).getColor(); Vec4ui8 voxelColor = Pixels.at(id).getColor();
float depth = relZ; float depth = relZ;
@@ -603,7 +623,7 @@ public:
Vec2 pixelPos(x, y); Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 4; size_t index = (y * outputWidth + x) * 4;
Vec4 finalColor; Vec4ui8 finalColor;
auto countIt = countBuffer.find(pixelPos); auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) { if (countIt != countBuffer.end() && countIt->second > 0) {
@@ -633,7 +653,7 @@ public:
Vec2 pixelPos(x, y); Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 3; size_t index = (y * outputWidth + x) * 3;
Vec4 finalColor; Vec4ui8 finalColor;
auto countIt = countBuffer.find(pixelPos); auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) { if (countIt != countBuffer.end() && countIt->second > 0) {
@@ -663,7 +683,7 @@ public:
Vec2 pixelPos(x, y); Vec2 pixelPos(x, y);
size_t index = (y * outputWidth + x) * 3; size_t index = (y * outputWidth + x) * 3;
Vec4 finalColor; Vec4ui8 finalColor;
auto countIt = countBuffer.find(pixelPos); auto countIt = countBuffer.find(pixelPos);
if (countIt != countBuffer.end() && countIt->second > 0) { if (countIt != countBuffer.end() && countIt->second > 0) {
@@ -688,16 +708,16 @@ public:
return outframe; return outframe;
} }
frame getGridAsFrame(const Vec2& res, const Ray3& View, frame::colormap outChannels = frame::colormap::RGB) const { frame getGridAsFrame(const Vec2& res, const Ray3<float>& View, frame::colormap outChannels = frame::colormap::RGB) const {
Vec3 Min; Vec3f Min;
Vec3 Max; Vec3f Max;
auto a = getBoundingBox(Min, Max); auto a = getBoundingBox(Min, Max);
return getGridRegionAsFrame(a.first, a.second, res, View, outChannels); return getGridRegionAsFrame(a.first, a.second, res, View, outChannels);
} }
size_t removeID(size_t id) { size_t removeID(size_t id) {
Vec3 oldPosition = Positions.at(id); Vec3f oldPosition = Positions.at(id);
Positions.remove(id); Positions.remove(id);
Pixels.erase(id); Pixels.erase(id);
unassignedIDs.push_back(id); unassignedIDs.push_back(id);
@@ -705,17 +725,17 @@ public:
return id; return id;
} }
void bulkUpdatePositions(const std::unordered_map<size_t, Vec3>& newPositions) { void bulkUpdatePositions(const std::unordered_map<size_t, Vec3f>& newPositions) {
TIME_FUNCTION; TIME_FUNCTION;
for (const auto& [id, newPos] : newPositions) { for (const auto& [id, newPos] : newPositions) {
Vec3 oldPosition = Positions.at(id); Vec3f oldPosition = Positions.at(id);
Positions.at(id).move(newPos); Positions.at(id).move(newPos);
Pixels.at(id).move(newPos); Pixels.at(id).move(newPos);
spatialGrid.update(id, oldPosition, newPos); spatialGrid.update(id, oldPosition, newPos);
} }
} }
std::vector<size_t> bulkAddObjects(const std::vector<Vec3> poses, std::vector<Vec4> colors) { std::vector<size_t> bulkAddObjects(const std::vector<Vec3f> poses, std::vector<Vec4ui8> colors) {
TIME_FUNCTION; TIME_FUNCTION;
std::vector<size_t> ids; std::vector<size_t> ids;
ids.reserve(poses.size()); ids.reserve(poses.size());
@@ -749,7 +769,7 @@ public:
Pixels.clear(); Pixels.clear();
spatialGrid.clear(); spatialGrid.clear();
Pixels.rehash(0); Pixels.rehash(0);
defaultBackgroundColor = Vec4(0.0f, 0.0f, 0.0f, 0.0f); defaultBackgroundColor = Vec4ui8(0, 0, 0, 0);
} }
void optimizeSpatialGrid() { void optimizeSpatialGrid() {
@@ -766,7 +786,7 @@ public:
} }
std::vector<size_t> getNeighbors(size_t id) const { std::vector<size_t> getNeighbors(size_t id) const {
Vec3 pos = Positions.at(id); Vec3f pos = Positions.at(id);
std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius); std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius);
std::vector<size_t> neighbors; std::vector<size_t> neighbors;
float radiusSq = neighborRadius * neighborRadius; float radiusSq = neighborRadius * neighborRadius;
@@ -787,7 +807,7 @@ public:
} }
std::vector<size_t> getNeighborsRange(size_t id, float dist) const { std::vector<size_t> getNeighborsRange(size_t id, float dist) const {
Vec3 pos = Positions.at(id); Vec3f pos = Positions.at(id);
std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius); std::vector<size_t> candidates = spatialGrid.queryRange(pos, neighborRadius);
std::vector<size_t> neighbors; std::vector<size_t> neighbors;
@@ -804,17 +824,17 @@ public:
Grid3& backfillGrid() { Grid3& backfillGrid() {
TIME_FUNCTION; TIME_FUNCTION;
Vec3 Min; Vec3f Min;
Vec3 Max; Vec3f Max;
getBoundingBox(Min, Max); getBoundingBox(Min, Max);
std::vector<Vec3> newPos; std::vector<Vec3f> newPos;
std::vector<Vec4> newColors; std::vector<Vec4ui8> newColors;
for (size_t x = Min.x; x < Max.x; x++) { for (size_t x = Min.x; x < Max.x; x++) {
for (size_t y = Min.y; y < Max.y; y++) { for (size_t y = Min.y; y < Max.y; y++) {
for (size_t z = Min.z; z < Max.z; z++) { for (size_t z = Min.z; z < Max.z; z++) {
Vec3 pos = Vec3(x,y,z); Vec3f pos = Vec3f(x,y,z);
if (Positions.contains(pos)) continue; if (Positions.contains(pos)) continue;
Vec4 color = defaultBackgroundColor; Vec4ui8 color = defaultBackgroundColor;
float size = 0.1; float size = 0.1;
newPos.push_back(pos); newPos.push_back(pos);
newColors.push_back(color); newColors.push_back(color);

View File

@@ -7,7 +7,7 @@
#include <functional> #include <functional>
#include <random> #include <random>
#include "../vectorlogic/vec2.hpp" #include "../vectorlogic/vec2.hpp"
#include "../vectorlogic/vec3.hpp" #include "../vectorlogic/Vec3.hpp"
#include "../timing_decorator.hpp" #include "../timing_decorator.hpp"
class PNoise2 { class PNoise2 {
@@ -31,16 +31,16 @@ private:
else return Vec2(1,-1); else return Vec2(1,-1);
} }
Vec3 GetConstantVector3(int v) { Vec3ui8 GetConstantVector3(int v) {
int h = v & 7; int h = v & 7;
if (h == 0) return Vec3(1,1,1); if (h == 0) return Vec3ui8(1,1,1);
else if (h == 1) return Vec3(-1,1, 1); else if (h == 1) return Vec3ui8(-1,1, 1);
else if (h == 2) return Vec3(-1,-1, 1); else if (h == 2) return Vec3ui8(-1,-1, 1);
else if (h == 3) return Vec3(-1,-1, 1); else if (h == 3) return Vec3ui8(-1,-1, 1);
else if (h == 4) return Vec3(-1,-1,-1); else if (h == 4) return Vec3ui8(-1,-1,-1);
else if (h == 5) return Vec3(-1,-1, -1); else if (h == 5) return Vec3ui8(-1,-1, -1);
else if (h == 6) return Vec3(-1,-1, -1); else if (h == 6) return Vec3ui8(-1,-1, -1);
else return Vec3(1,-1, -1); else return Vec3ui8(1,-1, -1);
} }
static double grad(int hash, double x, double y, double z = 0.0) { static double grad(int hash, double x, double y, double z = 0.0) {
@@ -106,7 +106,8 @@ public:
return retval; return retval;
} }
float permute(Vec3 point) { template<typename T>
float permute(Vec3<T> point) {
TIME_FUNCTION; TIME_FUNCTION;
int X = (int)floor(point.x) & 255; int X = (int)floor(point.x) & 255;
int Y = (int)floor(point.y) & 255; int Y = (int)floor(point.y) & 255;
@@ -115,15 +116,15 @@ public:
float yf = point.y - Y; float yf = point.y - Y;
float zf = point.z - Z; float zf = point.z - Z;
Vec3 FBL = Vec3(xf-0, yf-0, zf-0); Vec3ui8 FBL = Vec3ui8(xf-0, yf-0, zf-0);
Vec3 FBR = Vec3(xf-1, yf-0, zf-0); Vec3ui8 FBR = Vec3ui8(xf-1, yf-0, zf-0);
Vec3 FTL = Vec3(xf-0, yf-1, zf-0); Vec3ui8 FTL = Vec3ui8(xf-0, yf-1, zf-0);
Vec3 FTR = Vec3(xf-1, yf-1, zf-0); Vec3ui8 FTR = Vec3ui8(xf-1, yf-1, zf-0);
Vec3 RBL = Vec3(xf-0, yf-0, zf-1); Vec3ui8 RBL = Vec3ui8(xf-0, yf-0, zf-1);
Vec3 RBR = Vec3(xf-1, yf-0, zf-1); Vec3ui8 RBR = Vec3ui8(xf-1, yf-0, zf-1);
Vec3 RTL = Vec3(xf-0, yf-1, zf-1); Vec3ui8 RTL = Vec3ui8(xf-0, yf-1, zf-1);
Vec3 RTR = Vec3(xf-1, yf-1, zf-1); Vec3ui8 RTR = Vec3ui8(xf-1, yf-1, zf-1);
int vFBL = permutation[permutation[permutation[Z+0]+X+0]+Y+0]; int vFBL = permutation[permutation[permutation[Z+0]+X+0]+Y+0];
int vFBR = permutation[permutation[permutation[Z+0]+X+1]+Y+0]; int vFBR = permutation[permutation[permutation[Z+0]+X+1]+Y+0];
@@ -166,4 +167,3 @@ public:
}; };
#endif #endif
//https://rtouti.github.io/graphics/perlin-noise-algorithm

View File

@@ -7,7 +7,7 @@
#include <string> #include <string>
#include <algorithm> #include <algorithm>
#include <filesystem> #include <filesystem>
#include "../vectorlogic/vec3.hpp" #include "../vectorlogic/Vec3.hpp"
#include "frame.hpp" #include "frame.hpp"
class BMPWriter { class BMPWriter {
@@ -49,9 +49,9 @@ private:
} }
public: public:
// Save a 2D vector of Vec3 (RGB) colors as BMP // Save a 2D vector of Vec3ui8 (RGB) colors as BMP
// Vec3 components: x = red, y = green, z = blue (values in range [0,1]) // Vec3ui8 components: x = red, y = green, z = blue (values in range [0,1])
static bool saveBMP(const std::string& filename, const std::vector<std::vector<Vec3>>& pixels) { static bool saveBMP(const std::string& filename, const std::vector<std::vector<Vec3ui8>>& pixels) {
if (pixels.empty() || pixels[0].empty()) { if (pixels.empty() || pixels[0].empty()) {
return false; return false;
} }
@@ -70,13 +70,13 @@ public:
} }
// Alternative interface with width/height and flat vector (row-major order) // Alternative interface with width/height and flat vector (row-major order)
static bool saveBMP(const std::string& filename, const std::vector<Vec3>& pixels, int width, int height) { static bool saveBMP(const std::string& filename, const std::vector<Vec3ui8>& pixels, int width, int height) {
if (pixels.size() != width * height) { if (pixels.size() != width * height) {
return false; return false;
} }
// Convert to 2D vector format // Convert to 2D vector format
std::vector<std::vector<Vec3>> pixels2D(height, std::vector<Vec3>(width)); std::vector<std::vector<Vec3ui8>> pixels2D(height, std::vector<Vec3ui8>(width));
for (int y = 0; y < height; ++y) { for (int y = 0; y < height; ++y) {
for (int x = 0; x < width; ++x) { for (int x = 0; x < width; ++x) {
pixels2D[y][x] = pixels[y * width + x]; pixels2D[y][x] = pixels[y * width + x];
@@ -157,7 +157,7 @@ public:
} }
private: private:
static bool saveBMP(const std::string& filename, const std::vector<std::vector<Vec3>>& pixels, int width, int height) { static bool saveBMP(const std::string& filename, const std::vector<std::vector<Vec3ui8>>& pixels, int width, int height) {
// Create directory if needed // Create directory if needed
if (!createDirectoryIfNeeded(filename)) { if (!createDirectoryIfNeeded(filename)) {
return false; return false;
@@ -186,7 +186,7 @@ private:
std::vector<uint8_t> row(rowSize, 0); std::vector<uint8_t> row(rowSize, 0);
for (int y = height - 1; y >= 0; --y) { for (int y = height - 1; y >= 0; --y) {
for (int x = 0; x < width; ++x) { for (int x = 0; x < width; ++x) {
const Vec3& color = pixels[y][x]; const Vec3ui8& color = pixels[y][x];
// Convert from [0,1] float to [0,255] uint8_t // Convert from [0,1] float to [0,255] uint8_t
uint8_t r = static_cast<uint8_t>(std::clamp(color.x * 255.0f, 0.0f, 255.0f)); uint8_t r = static_cast<uint8_t>(std::clamp(color.x * 255.0f, 0.0f, 255.0f));

View File

@@ -1,31 +1,32 @@
#ifndef RAY3_HPP #ifndef RAY3_HPP
#define RAY3_HPP #define RAY3_HPP
#include "vectorlogic/vec3.hpp" #include "vectorlogic/Vec3.hpp"
template<typename T>
class Ray3 { class Ray3 {
public: public:
Vec3 origin; Vec3<T> origin;
Vec3 direction; Vec3<T> direction;
Ray3() : origin(Vec3()), direction(Vec3(1, 0, 0)) {} Ray3() : origin(Vec3<T>()), direction(Vec3<T>(1, 0, 0)) {}
Ray3(const Vec3& origin, const Vec3& direction) Ray3(const Vec3<T>& origin, const Vec3<T>& direction)
: origin(origin), direction(direction.normalized()) {} : origin(origin), direction(direction.normalized()) {}
// Get point at parameter t along the ray // Get point at parameter t along the ray
Vec3 at(float t) const { Vec3<T> at(float t) const {
return origin + direction * t; return origin + direction * t;
} }
// Reflect ray off a surface with given normal // Reflect ray off a surface with given normal
Ray3 reflect(const Vec3& point, const Vec3& normal) const { Ray3 reflect(const Vec3<T>& point, const Vec3<T>& normal) const {
Vec3 reflectedDir = direction.reflect(normal); Vec3<T> reflectedDir = direction.reflect(normal);
return Ray3(point, reflectedDir); return Ray3(point, reflectedDir);
} }
// Check if ray intersects with a sphere // Check if ray intersects with a sphere
bool intersectsSphere(const Vec3& center, float radius, float& t1, float& t2) const { bool intersectsSphere(const Vec3<T>& center, T radius, T& t1, T& t2) const {
Vec3 oc = origin - center; Vec3<T> oc = origin - center;
float a = direction.dot(direction); float a = direction.dot(direction);
float b = 2.0f * oc.dot(direction); float b = 2.0f * oc.dot(direction);
float c = oc.dot(oc) - radius * radius; float c = oc.dot(oc) - radius * radius;
@@ -44,7 +45,7 @@ public:
} }
// Check if ray intersects with a plane (defined by point and normal) // Check if ray intersects with a plane (defined by point and normal)
bool intersectsPlane(const Vec3& planePoint, const Vec3& planeNormal, float& t) const { bool intersectsPlane(const Vec3<T>& planePoint, const Vec3<T>& planeNormal, T& t) const {
float denom = planeNormal.dot(direction); float denom = planeNormal.dot(direction);
if (std::abs(denom) < 1e-10f) { if (std::abs(denom) < 1e-10f) {
@@ -56,9 +57,9 @@ public:
} }
// Get the distance from a point to this ray // Get the distance from a point to this ray
float distanceToPoint(const Vec3& point) const { float distanceToPoint(const Vec3<T>& point) const {
Vec3 pointToOrigin = point - origin; Vec3<T> pointToOrigin = point - origin;
Vec3 crossProduct = direction.cross(pointToOrigin); Vec3<T> crossProduct = direction.cross(pointToOrigin);
return crossProduct.length() / direction.length(); return crossProduct.length() / direction.length();
} }

View File

@@ -6,17 +6,18 @@
#include <string> #include <string>
#include <ostream> #include <ostream>
template<typename T>
class Vec3 { class Vec3 {
public: public:
float x, y, z; T x, y, z;
Vec3() : x(0), y(0), z(0) {} Vec3() : x(0), y(0), z(0) {}
Vec3(float x, float y, float z) : x(x), y(y), z(z) {} Vec3(T x, T y, T z) : x(x), y(y), z(z) {}
Vec3(float scalar) : x(scalar), y(scalar), z(scalar) {} Vec3(T scalar) : x(scalar), y(scalar), z(scalar) {}
Vec3(const class Vec2& vec2, float z = 0.0f); Vec3(const class Vec2& vec2, T z = 0);
Vec3& move(const Vec3 newpos) { Vec3& move(const Vec3& newpos) {
x = newpos.x; x = newpos.x;
y = newpos.y; y = newpos.y;
z = newpos.z; z = newpos.z;
@@ -40,11 +41,11 @@ public:
return Vec3(x / other.x, y / other.y, z / other.z); return Vec3(x / other.x, y / other.y, z / other.z);
} }
Vec3 operator+(float scalar) const { Vec3 operator+(T scalar) const {
return Vec3(x + scalar, y + scalar, z + scalar); return Vec3(x + scalar, y + scalar, z + scalar);
} }
Vec3 operator-(float scalar) const { Vec3 operator-(T scalar) const {
return Vec3(x - scalar, y - scalar, z - scalar); return Vec3(x - scalar, y - scalar, z - scalar);
} }
@@ -52,15 +53,15 @@ public:
return Vec3(-x, -y, -z); return Vec3(-x, -y, -z);
} }
Vec3 operator*(float scalar) const { Vec3 operator*(T scalar) const {
return Vec3(x * scalar, y * scalar, z * scalar); return Vec3(x * scalar, y * scalar, z * scalar);
} }
Vec3 operator/(float scalar) const { Vec3 operator/(T scalar) const {
return Vec3(x / scalar, y / scalar, z / scalar); return Vec3(x / scalar, y / scalar, z / scalar);
} }
Vec3& operator=(float scalar) { Vec3& operator=(T scalar) {
x = y = z = scalar; x = y = z = scalar;
return *this; return *this;
} }
@@ -93,28 +94,28 @@ public:
return *this; return *this;
} }
Vec3& operator+=(float scalar) { Vec3& operator+=(T scalar) {
x += scalar; x += scalar;
y += scalar; y += scalar;
z += scalar; z += scalar;
return *this; return *this;
} }
Vec3& operator-=(float scalar) { Vec3& operator-=(T scalar) {
x -= scalar; x -= scalar;
y -= scalar; y -= scalar;
z -= scalar; z -= scalar;
return *this; return *this;
} }
Vec3& operator*=(float scalar) { Vec3& operator*=(T scalar) {
x *= scalar; x *= scalar;
y *= scalar; y *= scalar;
z *= scalar; z *= scalar;
return *this; return *this;
} }
Vec3& operator/=(float scalar) { Vec3& operator/=(T scalar) {
x /= scalar; x /= scalar;
y /= scalar; y /= scalar;
z /= scalar; z /= scalar;
@@ -125,7 +126,7 @@ public:
return x * other.x + y * other.y + z * other.z; return x * other.x + y * other.y + z * other.z;
} }
Vec3 cross(const Vec3& other) const { Vec3& cross(const Vec3& other) const {
return Vec3( return Vec3(
y * other.z - z * other.y, y * other.z - z * other.y,
z * other.x - x * other.z, z * other.x - x * other.z,
@@ -133,25 +134,25 @@ public:
); );
} }
float length() const { T length() const {
return std::sqrt(x * x + y * y + z * z); return static_cast<T>(std::sqrt(static_cast<double>(x * x + y * y + z * z)));
} }
float lengthSquared() const { T lengthSquared() const {
return x * x + y * y + z * z; return x * x + y * y + z * z;
} }
float distance(const Vec3& other) const { T distance(const Vec3& other) const {
return (*this - other).length(); return (*this - other).length();
} }
float distanceSquared(const Vec3& other) const { T distanceSquared(const Vec3& other) const {
Vec3 diff = *this - other; Vec3 diff = *this - other;
return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z; return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
} }
Vec3 normalized() const { Vec3 normalized() const {
float len = length(); T len = length();
if (len > 0) { if (len > 0) {
return *this / len; return *this / len;
} }
@@ -222,7 +223,7 @@ public:
); );
} }
Vec3 clamp(float minVal, float maxVal) const { Vec3 clamp(T minVal, T maxVal) const {
return Vec3( return Vec3(
std::clamp(x, minVal, maxVal), std::clamp(x, minVal, maxVal),
std::clamp(y, minVal, maxVal), std::clamp(y, minVal, maxVal),
@@ -240,19 +241,19 @@ public:
std::abs(z - other.z) < epsilon; std::abs(z - other.z) < epsilon;
} }
friend Vec3 operator+(float scalar, const Vec3& vec) { friend Vec3 operator+(T scalar, const Vec3& vec) {
return Vec3(scalar + vec.x, scalar + vec.y, scalar + vec.z); return Vec3(scalar + vec.x, scalar + vec.y, scalar + vec.z);
} }
friend Vec3 operator-(float scalar, const Vec3& vec) { friend Vec3 operator-(T scalar, const Vec3& vec) {
return Vec3(scalar - vec.x, scalar - vec.y, scalar - vec.z); return Vec3(scalar - vec.x, scalar - vec.y, scalar - vec.z);
} }
friend Vec3 operator*(float scalar, const Vec3& vec) { friend Vec3 operator*(T scalar, const Vec3& vec) {
return Vec3(scalar * vec.x, scalar * vec.y, scalar * vec.z); return Vec3(scalar * vec.x, scalar * vec.y, scalar * vec.z);
} }
friend Vec3 operator/(float scalar, const Vec3& vec) { friend Vec3 operator/(T scalar, const Vec3& vec) {
return Vec3(scalar / vec.x, scalar / vec.y, scalar / vec.z); return Vec3(scalar / vec.x, scalar / vec.y, scalar / vec.z);
} }
@@ -260,17 +261,17 @@ public:
return *this - 2.0f * this->dot(normal) * normal; return *this - 2.0f * this->dot(normal) * normal;
} }
Vec3 lerp(const Vec3& other, float t) const { Vec3 lerp(const Vec3& other, T t) const {
t = std::clamp(t, 0.0f, 1.0f); t = std::clamp(t, 0.0f, 1.0f);
return *this + (other - *this) * t; return *this + (other - *this) * t;
} }
Vec3 slerp(const Vec3& other, float t) const { Vec3 slerp(const Vec3& other, T t) const {
t = std::clamp(t, 0.0f, 1.0f); t = std::clamp(t, 0.0f, 1.0f);
float dot = this->dot(other); T dot = this->dot(other);
dot = std::clamp(dot, -1.0f, 1.0f); dot = std::clamp(dot, -1.0f, 1.0f);
float theta = std::acos(dot) * t; T theta = std::acos(dot) * t;
Vec3 relative = other - *this * dot; Vec3 relative = other - *this * dot;
relative = relative.normalized(); relative = relative.normalized();
@@ -326,11 +327,11 @@ public:
return direction.angleTo(other); return direction.angleTo(other);
} }
float& operator[](int index) { T& operator[](int index) {
return (&x)[index]; return (&x)[index];
} }
const float& operator[](int index) const { const T& operator[](int index) const {
return (&x)[index]; return (&x)[index];
} }
@@ -345,16 +346,22 @@ public:
}; };
}; };
inline std::ostream& operator<<(std::ostream& os, const Vec3& vec) { using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec3i = Vec3<int>;
using Vec3ui8 = Vec3<uint8_t>;
template<typename T>
inline std::ostream& operator<<(std::ostream& os, const Vec3<T>& vec) {
os << vec.toString(); os << vec.toString();
return os; return os;
} }
namespace std { namespace std {
template<> template<typename T>
struct hash<Vec3> { struct hash<Vec3<T>> {
size_t operator()(const Vec3& v) const { size_t operator()(const Vec3<T>& v) const {
return hash<float>()(v.x) ^ (hash<float>()(v.y) << 1) ^ (hash<float>()(v.z) << 2); return hash<T>()(v.x) ^ (hash<T>()(v.y) << 1) ^ (hash<T>()(v.z) << 2);
} }
}; };
} }

View File

@@ -8,24 +8,25 @@
#include <ostream> #include <ostream>
#include <cstdint> #include <cstdint>
template<typename T>
class Vec4 { class Vec4 {
public: public:
union { union {
struct { float x, y, z, w; }; struct { T x, y, z, w; };
struct { float r, g, b, a; }; struct { T r, g, b, a; };
struct { float s, t, p, q; }; // For texture coordinates struct { T s, t, p, q; }; // For texture coordinates
}; };
// Constructors // Constructors
Vec4() : x(0), y(0), z(0), w(0) {} Vec4() : x(0), y(0), z(0), w(0) {}
Vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {} Vec4(T x, T y, T z, T w) : x(x), y(y), z(z), w(w) {}
Vec4(float scalar) : x(scalar), y(scalar), z(scalar), w(scalar) {} Vec4(T scalar) : x(scalar), y(scalar), z(scalar), w(scalar) {}
Vec4(const Vec3& rgb, float w = 1.0f) : x(rgb.x), y(rgb.y), z(rgb.z), w(w) {} Vec4(const Vec3<T>& rgb, T w = 1) : x(rgb.x), y(rgb.y), z(rgb.z), w(w) {}
static Vec4 RGB(float r, float g, float b, float a = 1.0f) { return Vec4(r, g, b, a); } static Vec4 RGB(T r, T g, T b, T a = 1) { return Vec4(r, g, b, a); }
static Vec4 RGBA(float r, float g, float b, float a) { return Vec4(r, g, b, a); } static Vec4 RGBA(T r, T g, T b, T a) { return Vec4(r, g, b, a); }
Vec4& recolor(const Vec4 newColor) { Vec4& recolor(const Vec4& newColor) {
r = newColor.r; r = newColor.r;
g = newColor.g; g = newColor.g;
b = newColor.b; b = newColor.b;
@@ -53,11 +54,11 @@ public:
return Vec4(x / other.x, y / other.y, z / other.z, w / other.w); return Vec4(x / other.x, y / other.y, z / other.z, w / other.w);
} }
Vec4 operator+(float scalar) const { Vec4 operator+(T scalar) const {
return Vec4(x + scalar, y + scalar, z + scalar, w + scalar); return Vec4(x + scalar, y + scalar, z + scalar, w + scalar);
} }
Vec4 operator-(float scalar) const { Vec4 operator-(T scalar) const {
return Vec4(x - scalar, y - scalar, z - scalar, w - scalar); return Vec4(x - scalar, y - scalar, z - scalar, w - scalar);
} }
@@ -65,15 +66,15 @@ public:
return Vec4(-x, -y, -z, -w); return Vec4(-x, -y, -z, -w);
} }
Vec4 operator*(float scalar) const { Vec4 operator*(T scalar) const {
return Vec4(x * scalar, y * scalar, z * scalar, w * scalar); return Vec4(x * scalar, y * scalar, z * scalar, w * scalar);
} }
Vec4 operator/(float scalar) const { Vec4 operator/(T scalar) const {
return Vec4(x / scalar, y / scalar, z / scalar, w / scalar); return Vec4(x / scalar, y / scalar, z / scalar, w / scalar);
} }
Vec4& operator=(float scalar) { Vec4& operator=(T scalar) {
x = y = z = w = scalar; x = y = z = w = scalar;
return *this; return *this;
} }
@@ -110,7 +111,7 @@ public:
return *this; return *this;
} }
Vec4& operator+=(float scalar) { Vec4& operator+=(T scalar) {
x += scalar; x += scalar;
y += scalar; y += scalar;
z += scalar; z += scalar;
@@ -118,7 +119,7 @@ public:
return *this; return *this;
} }
Vec4& operator-=(float scalar) { Vec4& operator-=(T scalar) {
x -= scalar; x -= scalar;
y -= scalar; y -= scalar;
z -= scalar; z -= scalar;
@@ -126,7 +127,7 @@ public:
return *this; return *this;
} }
Vec4& operator*=(float scalar) { Vec4& operator*=(T scalar) {
x *= scalar; x *= scalar;
y *= scalar; y *= scalar;
z *= scalar; z *= scalar;
@@ -134,7 +135,7 @@ public:
return *this; return *this;
} }
Vec4& operator/=(float scalar) { Vec4& operator/=(T scalar) {
x /= scalar; x /= scalar;
y /= scalar; y /= scalar;
z /= scalar; z /= scalar;
@@ -142,50 +143,50 @@ public:
return *this; return *this;
} }
float dot(const Vec4& other) const { T dot(const Vec4& other) const {
return x * other.x + y * other.y + z * other.z + w * other.w; return x * other.x + y * other.y + z * other.z + w * other.w;
} }
// 4D cross product (returns vector perpendicular to 3 given vectors in 4D space) // 4D cross product (returns vector perpendicular to 3 given vectors in 4D space)
Vec4 cross(const Vec4& v1, const Vec4& v2, const Vec4& v3) const { Vec4 cross(const Vec4& v1, const Vec4& v2, const Vec4& v3) const {
float a = v1.y * (v2.z * v3.w - v2.w * v3.z) - T a = v1.y * (v2.z * v3.w - v2.w * v3.z) -
v1.z * (v2.y * v3.w - v2.w * v3.y) + v1.z * (v2.y * v3.w - v2.w * v3.y) +
v1.w * (v2.y * v3.z - v2.z * v3.y); v1.w * (v2.y * v3.z - v2.z * v3.y);
float b = -v1.x * (v2.z * v3.w - v2.w * v3.z) + T b = -v1.x * (v2.z * v3.w - v2.w * v3.z) +
v1.z * (v2.x * v3.w - v2.w * v3.x) - v1.z * (v2.x * v3.w - v2.w * v3.x) -
v1.w * (v2.x * v3.z - v2.z * v3.x); v1.w * (v2.x * v3.z - v2.z * v3.x);
float c = v1.x * (v2.y * v3.w - v2.w * v3.y) - T c = v1.x * (v2.y * v3.w - v2.w * v3.y) -
v1.y * (v2.x * v3.w - v2.w * v3.x) + v1.y * (v2.x * v3.w - v2.w * v3.x) +
v1.w * (v2.x * v3.y - v2.y * v3.x); v1.w * (v2.x * v3.y - v2.y * v3.x);
float d = -v1.x * (v2.y * v3.z - v2.z * v3.y) + T d = -v1.x * (v2.y * v3.z - v2.z * v3.y) +
v1.y * (v2.x * v3.z - v2.z * v3.x) - v1.y * (v2.x * v3.z - v2.z * v3.x) -
v1.z * (v2.x * v3.y - v2.y * v3.x); v1.z * (v2.x * v3.y - v2.y * v3.x);
return Vec4(a, b, c, d); return Vec4(a, b, c, d);
} }
float length() const { T length() const {
return std::sqrt(x * x + y * y + z * z + w * w); return static_cast<T>(std::sqrt(static_cast<double>(x * x + y * y + z * z + w * w)));
} }
float lengthSquared() const { T lengthSquared() const {
return x * x + y * y + z * z + w * w; return x * x + y * y + z * z + w * w;
} }
float distance(const Vec4& other) const { T distance(const Vec4& other) const {
return (*this - other).length(); return (*this - other).length();
} }
float distanceSquared(const Vec4& other) const { T distanceSquared(const Vec4& other) const {
Vec4 diff = *this - other; Vec4 diff = *this - other;
return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z + diff.w * diff.w; return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z + diff.w * diff.w;
} }
Vec4 normalized() const { Vec4 normalized() const {
float len = length(); T len = length();
if (len > 0) { if (len > 0) {
return *this / len; return *this / len;
} }
@@ -194,8 +195,8 @@ public:
// Homogeneous normalization (divide by w) // Homogeneous normalization (divide by w)
Vec4 homogenized() const { Vec4 homogenized() const {
if (w != 0.0f) { if (w != 0) {
return Vec4(x / w, y / w, z / w, 1.0f); return Vec4(x / w, y / w, z / w, 1);
} }
return *this; return *this;
} }
@@ -203,36 +204,45 @@ public:
// Clamp values between 0 and 1 // Clamp values between 0 and 1
Vec4 clamped() const { Vec4 clamped() const {
return Vec4( return Vec4(
std::clamp(r, 0.0f, 1.0f), std::clamp(r, static_cast<T>(0), static_cast<T>(1)),
std::clamp(g, 0.0f, 1.0f), std::clamp(g, static_cast<T>(0), static_cast<T>(1)),
std::clamp(b, 0.0f, 1.0f), std::clamp(b, static_cast<T>(0), static_cast<T>(1)),
std::clamp(a, 0.0f, 1.0f) std::clamp(a, static_cast<T>(0), static_cast<T>(1))
); );
} }
// Convert to Vec3 (ignoring alpha) // Convert to Vec3 (ignoring alpha)
Vec3 toVec3() const { Vec3<T> toVec3() const {
return Vec3(r, g, b); return Vec3<T>(r, g, b);
} }
// Convert to 8-bit color values // Convert to 8-bit color values
void toUint8(uint8_t& red, uint8_t& green, uint8_t& blue, uint8_t& alpha) const { template<typename U = T>
red = static_cast<uint8_t>(std::clamp(r, 0.0f, 1.0f) * 255); typename std::enable_if<std::is_floating_point<U>::value>::type
green = static_cast<uint8_t>(std::clamp(g, 0.0f, 1.0f) * 255); toUint8(uint8_t& red, uint8_t& green, uint8_t& blue, uint8_t& alpha) const {
blue = static_cast<uint8_t>(std::clamp(b, 0.0f, 1.0f) * 255); red = static_cast<uint8_t>(std::clamp(r, static_cast<T>(0), static_cast<T>(1)) * 255);
alpha = static_cast<uint8_t>(std::clamp(a, 0.0f, 1.0f) * 255); green = static_cast<uint8_t>(std::clamp(g, static_cast<T>(0), static_cast<T>(1)) * 255);
blue = static_cast<uint8_t>(std::clamp(b, static_cast<T>(0), static_cast<T>(1)) * 255);
alpha = static_cast<uint8_t>(std::clamp(a, static_cast<T>(0), static_cast<T>(1)) * 255);
} }
void toUint8(uint8_t& red, uint8_t& green, uint8_t& blue) const { template<typename U = T>
red = static_cast<uint8_t>(std::clamp(r, 0.0f, 1.0f) * 255); typename std::enable_if<std::is_floating_point<U>::value>::type
green = static_cast<uint8_t>(std::clamp(g, 0.0f, 1.0f) * 255); toUint8(uint8_t& red, uint8_t& green, uint8_t& blue) const {
blue = static_cast<uint8_t>(std::clamp(b, 0.0f, 1.0f) * 255); red = static_cast<uint8_t>(std::clamp(r, static_cast<T>(0), static_cast<T>(1)) * 255);
green = static_cast<uint8_t>(std::clamp(g, static_cast<T>(0), static_cast<T>(1)) * 255);
blue = static_cast<uint8_t>(std::clamp(b, static_cast<T>(0), static_cast<T>(1)) * 255);
} }
// Get XYZ components as Vec3 // Get XYZ components as Vec3
class Vec3 xyz() const; Vec3<T> xyz() const {
return Vec3<T>(x, y, z);
}
// Get RGB components as Vec3 // Get RGB components as Vec3
class Vec3 rgb() const; Vec3<T> rgb() const {
return Vec3<T>(r, g, b);
}
bool operator==(const Vec4& other) const { bool operator==(const Vec4& other) const {
return x == other.x && y == other.y && z == other.z && w == other.w; return x == other.x && y == other.y && z == other.z && w == other.w;
@@ -296,7 +306,7 @@ public:
std::max(z, other.z), std::max(w, other.w)); std::max(z, other.z), std::max(w, other.w));
} }
Vec4 clamp(float minVal, float maxVal) const { Vec4 clamp(T minVal, T maxVal) const {
return Vec4( return Vec4(
std::clamp(x, minVal, maxVal), std::clamp(x, minVal, maxVal),
std::clamp(y, minVal, maxVal), std::clamp(y, minVal, maxVal),
@@ -315,54 +325,58 @@ public:
); );
} }
bool isZero(float epsilon = 1e-10f) const { bool isZero(T epsilon = static_cast<T>(1e-10)) const {
return std::abs(x) < epsilon && std::abs(y) < epsilon && return std::abs(x) < epsilon && std::abs(y) < epsilon &&
std::abs(z) < epsilon && std::abs(w) < epsilon; std::abs(z) < epsilon && std::abs(w) < epsilon;
} }
bool equals(const Vec4& other, float epsilon = 1e-10f) const { bool equals(const Vec4& other, T epsilon = static_cast<T>(1e-10)) const {
return std::abs(x - other.x) < epsilon && return std::abs(x - other.x) < epsilon &&
std::abs(y - other.y) < epsilon && std::abs(y - other.y) < epsilon &&
std::abs(z - other.z) < epsilon && std::abs(z - other.z) < epsilon &&
std::abs(w - other.w) < epsilon; std::abs(w - other.w) < epsilon;
} }
friend Vec4 operator+(float scalar, const Vec4& vec) { friend Vec4 operator+(T scalar, const Vec4& vec) {
return Vec4(scalar + vec.x, scalar + vec.y, scalar + vec.z, scalar + vec.w); return Vec4(scalar + vec.x, scalar + vec.y, scalar + vec.z, scalar + vec.w);
} }
friend Vec4 operator-(float scalar, const Vec4& vec) { friend Vec4 operator-(T scalar, const Vec4& vec) {
return Vec4(scalar - vec.x, scalar - vec.y, scalar - vec.z, scalar - vec.w); return Vec4(scalar - vec.x, scalar - vec.y, scalar - vec.z, scalar - vec.w);
} }
friend Vec4 operator*(float scalar, const Vec4& vec) { friend Vec4 operator*(T scalar, const Vec4& vec) {
return Vec4(scalar * vec.x, scalar * vec.y, scalar * vec.z, scalar * vec.w); return Vec4(scalar * vec.x, scalar * vec.y, scalar * vec.z, scalar * vec.w);
} }
friend Vec4 operator/(float scalar, const Vec4& vec) { friend Vec4 operator/(T scalar, const Vec4& vec) {
return Vec4(scalar / vec.x, scalar / vec.y, scalar / vec.z, scalar / vec.w); return Vec4(scalar / vec.x, scalar / vec.y, scalar / vec.z, scalar / vec.w);
} }
Vec4 lerp(const Vec4& other, float t) const { Vec4 lerp(const Vec4& other, T t) const {
t = std::clamp(t, 0.0f, 1.0f); t = std::clamp(t, static_cast<T>(0), static_cast<T>(1));
return *this + (other - *this) * t; return *this + (other - *this) * t;
} }
// Convert to grayscale using standard RGB weights // Convert to grayscale using standard RGB weights (only valid for float/double)
float grayscale() const { template<typename U = T>
return r * 0.299f + g * 0.587f + b * 0.114f; typename std::enable_if<std::is_floating_point<U>::value, T>::type grayscale() const {
return r * static_cast<T>(0.299) + g * static_cast<T>(0.587) + b * static_cast<T>(0.114);
} }
// Color inversion (1.0 - color) // Color inversion (1.0 - color) (only valid for float/double)
Vec4 inverted() const { template<typename U = T>
return Vec4(1.0f - r, 1.0f - g, 1.0f - b, a); typename std::enable_if<std::is_floating_point<U>::value, Vec4>::type
inverted() const {
return Vec4(static_cast<T>(1) - r, static_cast<T>(1) - g,
static_cast<T>(1) - b, a);
} }
float& operator[](int index) { T& operator[](int index) {
return (&x)[index]; return (&x)[index];
} }
const float& operator[](int index) const { const T& operator[](int index) const {
return (&x)[index]; return (&x)[index];
} }
@@ -371,29 +385,40 @@ public:
std::to_string(z) + ", " + std::to_string(w) + ")"; std::to_string(z) + ", " + std::to_string(w) + ")";
} }
std::string toColorString() const { template<typename U = T>
typename std::enable_if<std::is_floating_point<U>::value, std::string>::type
toColorString() const {
return "RGBA(" + std::to_string(r) + ", " + std::to_string(g) + ", " + return "RGBA(" + std::to_string(r) + ", " + std::to_string(g) + ", " +
std::to_string(b) + ", " + std::to_string(a) + ")"; std::to_string(b) + ", " + std::to_string(a) + ")";
} }
struct Hash { struct Hash {
std::size_t operator()(const Vec4& v) const { std::size_t operator()(const Vec4& v) const {
return std::hash<float>()(v.x) ^ (std::hash<float>()(v.y) << 1) ^ (std::hash<float>()(v.z) << 2) ^ (std::hash<float>()(v.w) << 3); return std::hash<T>()(v.x) ^ (std::hash<T>()(v.y) << 1) ^
(std::hash<T>()(v.z) << 2) ^ (std::hash<T>()(v.w) << 3);
} }
}; };
}; };
inline std::ostream& operator<<(std::ostream& os, const Vec4& vec) { // Type aliases for common use cases
using Vec4f = Vec4<float>;
using Vec4d = Vec4<double>;
using Vec4i = Vec4<int>;
using Vec4u = Vec4<unsigned int>;
using Vec4ui8 = Vec4<uint8_t>;
template<typename T>
inline std::ostream& operator<<(std::ostream& os, const Vec4<T>& vec) {
os << vec.toString(); os << vec.toString();
return os; return os;
} }
namespace std { namespace std {
template<> template<typename T>
struct hash<Vec4> { struct hash<Vec4<T>> {
size_t operator()(const Vec4& v) const { size_t operator()(const Vec4<T>& v) const {
return hash<float>()(v.x) ^ (hash<float>()(v.y) << 1) ^ return hash<T>()(v.x) ^ (hash<T>()(v.y) << 1) ^
(hash<float>()(v.z) << 2) ^ (hash<float>()(v.w) << 3); (hash<T>()(v.z) << 2) ^ (hash<T>()(v.w) << 3);
} }
}; };
} }