#ifndef GRID3_HPP #define GRID3_HPP #include #include "../vectorlogic/vec3.hpp" #include "../vectorlogic/vec4.hpp" #include "../timing_decorator.hpp" #include "../output/frame.hpp" #include "../noise/pnoise2.hpp" #include "../vecmat/mat4.hpp" #include #include #include "../basicdefines.hpp" struct Voxel { float active; //Vec3f position; Vec3ui8 color; }; struct Camera { Ray3f posfor; Vec3f up; float fov; Camera(Vec3f pos, Vec3f viewdir, Vec3f up, float fov = 80) : posfor(Ray3f(pos, viewdir)), up(up), fov(fov) {} }; class VoxelGrid { private: size_t width, height, depth; std::vector voxels; float radians(float rads) { return rads * (M_PI / 180); } static Mat4f lookAt(Vec3f const& eye, Vec3f const& center, Vec3f const& up) { Vec3f const f = (center - eye).normalized(); Vec3f const s = f.cross(up).normalized(); Vec3f const u = s.cross(f); Mat4f Result = Mat4f::identity(); Result(0, 0) = s.x; Result(1, 0) = s.y; Result(2, 0) = s.z; Result(3, 0) = -s.dot(eye); Result(0, 1) = u.x; Result(1, 1) = u.y; Result(2, 1) = u.z; Result(3, 1) = -u.dot(eye); Result(0, 2) = -f.x; Result(1, 2) = -f.y; Result(2, 2) = -f.z; Result(3, 2) = f.dot(eye); return Result; } static Mat4f perspective(float fovy, float aspect, float zNear, float zfar) { float const tanhalfF = tan(fovy / 2); Mat4f Result = 0; Result(0,0) = 1 / (aspect * tanhalfF); Result(1,1) = 1 / tanhalfF; Result(2,2) = zfar / (zNear - zfar); Result(2,3) = -1; Result(3,2) = -(zfar * zNear) / (zfar - zNear); return Result; } std::pair rayBoxIntersect(Vec3f origin, Vec3f direction) { Vec3f tBMin = Vec3f(0,0,0); Vec3f tBMax = Vec3f(width, height, depth); float tmin = 0; float tmax = INF; Vec3f invDir = direction.safeInverse(); for (int i = 0; i < 3; ++i) { if (abs(direction[i] < EPSILON)) { if (origin[i] < tBMin[i] || origin[i] > tBMax[i]) return std::make_pair(0.0f, 0.0f); float t1 = tBMin[i] - origin[i] * invDir[i]; float t2 = tBMax[i] - origin[i] * invDir[i]; if (t1 > t2) std::swap(t1, t2); if (t1 > tmin) tmin = t1; if (t2 < tmax) tmax = t2; if (tmin > tmax) return std::make_pair(0,0); } } return std::make_pair(tmin, tmax); } //used to prevent division by 0 issues bool specialCases(Vec3f origin, Vec3f direction, float maxDist, Vec3f hitColor) { float stepSize = 0.5; int maxSteps = maxDist/stepSize; for (int step = 0; step < maxSteps; ++step) { float t = step * stepSize; Vec3f pos = Vec3f(origin + direction * t); Vec3T voxelCoords = pos.floorToT(); if (inGrid(voxelCoords)) { Voxel cv = get(voxelCoords); if (cv.active > EPSILON) { hitColor = cv.color.toFloat(); std::cout << "hit in special case at: " << voxelCoords << std::endl; return true; } } } return false; } public: VoxelGrid(size_t w, size_t h, size_t d) : width(w), height(h), depth(d) { voxels.resize(w * h * d); } Voxel& get(size_t x, size_t y, size_t z) { return voxels[z * width * height + y * width + x]; } const Voxel& get(size_t x, size_t y, size_t z) const { return voxels[z * width * height + y * width + x]; } Voxel& get(const Vec3T& xyz) { return voxels[xyz.z*width*height+xyz.y*width+xyz.x]; } void resize() { //TODO: proper resizing } void set(size_t x, size_t y, size_t z, float active, Vec3ui8 color) { //expand grid if needed. if (x >= 0 || y >= 0 || z >= 0) { if (!(x < width)) { //until resizing added: return; width = x; resize(); } else if (!(y < height)) { //until resizing added: return; height = y; resize(); } else if (!(z < depth)) { //until resizing added: return; depth = z; resize(); } Voxel& v = get(x, y, z); v.active = std::clamp(active, 0.0f, 1.0f); v.color = color; } } template bool inGrid(Vec3 voxl) { return (voxl >= 0 && voxl.x < width && voxl.y < height && voxl.z < depth); } std::vector genPixelDirs(Vec3f pos, Vec3f dir, size_t imgWidth, size_t imgHeight, float fov) { std::vector dirs(imgWidth * imgHeight); float fovRad = radians(fov); float tanFov = tan(fovRad * 0.5); float aspect = static_cast(imgWidth) / static_cast(imgHeight); Vec3f worldUp(0, 1, 0); Vec3f camRight = worldUp.cross(dir).normalized(); Vec3f camUp = dir.cross(camRight).normalized(); for (int y = 0; y < height; ++y) { float ndcY = 1 - (2 * y / (height - 1)); float screenY = ndcY * tanFov; for (int x = 0; x < width; ++x) { float ndcX = (2 * x / (width - 1)) - 1; float screenX = ndcX * aspect*tanFov; Vec3f dir = (camRight * screenX + camUp * screenY + dir).normalized(); dirs[y*width+x] = dir; } } return dirs; } Vec3f perPixelRayDir(size_t x, size_t y, size_t imgWidth, size_t imgHeight, const Camera& cam) const { float normedX = (x + 0.5) / imgWidth * 2 - 1; float normedY = 1 - (y+0.5) / imgHeight * 2; float aspect = imgWidth / imgHeight; float fovRad = cam.fov * M_PI / 180; float scale = tan(fovRad * 0.5); Vec3f rayDirCam = Vec3f(normedX * aspect * scale, normedY * scale, -1).normalized(); Vec3f eye = cam.posfor.origin; Vec3f center = eye + cam.posfor.direction; Mat4f viewMat = lookAt(eye, center, cam.up); Mat4f invViewMat = viewMat.inverse(); Vec3f rayDirWorld = invViewMat.transformDirection(rayDirCam); return rayDirWorld.normalized(); } bool rayCast(Vec3f origin, Vec3f direction, float maxDist, Vec3f hitColor) { TIME_FUNCTION; direction.normalized(); if (abs(direction.length()) < EPSILON) return false; Vec3f invDir = direction.safeInverse(); Vec3T currentVoxel = origin.floorToT(); if (direction.x == 0 || direction.y == 0 || direction.z == 0) { return specialCases(origin, direction, maxDist, hitColor); } if (!inGrid(currentVoxel)) { std::pair re = rayBoxIntersect(origin, direction); float tEntry = re.first; float tExit = re.second; if (tEntry < EPSILON || tExit < EPSILON) return false; float tStart = std::max(0.0f, tEntry); if (tStart > maxDist) return false; Vec3f gridOrig = Vec3f(origin+direction*tStart); currentVoxel = gridOrig.floorToT(); } Vec3i8 step = Vec3i8(direction.x >= 0 ? 1 : -1, direction.y >= 0 ? 1 : -1, direction.z >= 0 ? 1 : -1); Vec3f nextVoxel = Vec3f(currentVoxel.x + (step.x>0 ? 1 : 0) - origin.x, currentVoxel.y + (step.y>0 ? 1 : 0) - origin.y, currentVoxel.z + (step.z>0 ? 1 : 0) - origin.z); Vec3f tMax = nextVoxel*invDir; Vec3f tDelta = invDir.abs(); float aalpha = 0; while (inGrid(currentVoxel)) { Voxel cv = get(currentVoxel); if (cv.active > EPSILON) { hitColor = (hitColor * aalpha) + (cv.color * cv.active); aalpha += cv.active; } if (aalpha >= 1 ) { //std::cout << "hit in normal case at: " << currentVoxel << " due to alpha overload" << std::endl; return true; } if (tMax.x < tMax.y && tMax.x < tMax.z) { if (tMax.x > maxDist) break; currentVoxel = (currentVoxel.x + step.x, currentVoxel.y, currentVoxel.z); tMax.x += tDelta.x; } else if (tMax.y < tMax.z) { currentVoxel = (currentVoxel.x, currentVoxel.y + step.y, currentVoxel.z); tMax.y += tDelta.y; } else { currentVoxel = (currentVoxel.x, currentVoxel.y, currentVoxel.z + step.z); tMax.z += tDelta.z; } } if (aalpha > EPSILON) { //std::cout << "hit in normal case " << " due to any alpha" << std::endl; return true; } else return false; } size_t getWidth() const { return width; } size_t getHeight() const { return height; } size_t getDepth() const { return depth; } void renderOut(std::vector& output, size_t& outwidth, size_t& outheight, const Camera& cam) { output.resize(outwidth * outheight * 3); Vec3f backgroundColor(0.1f, 0.1f, 1.0f); float maxDistance = std::sqrt(width*width + height*height + depth*depth) * 2.0f; std::vector dirs = genPixelDirs(cam.posfor.origin, cam.posfor.direction, outwidth, outheight, cam.fov); for (size_t y = 0; y < outheight; y++) { for (size_t x = 0; x < outwidth; x++) { Vec3f rayDir = perPixelRayDir(x, y, outwidth, outheight, cam); Ray3f ray(cam.posfor.origin, rayDir); Vec3f hitPos; Vec3f hitNorm; Vec3f hitColor; bool hit = rayCast(cam.posfor.origin, rayDir, maxDistance, hitColor); Vec3f finalColor; if (!hit) { finalColor = backgroundColor; } else { finalColor = hitColor; } finalColor = finalColor.clamp(0, 1); size_t pixelIndex = (y * outwidth + x) * 3; output[pixelIndex + 0] = static_cast(finalColor.x * 255); output[pixelIndex + 1] = static_cast(finalColor.y * 255); output[pixelIndex + 2] = static_cast(finalColor.z * 255); } } } }; #endif