#ifndef GRID3_HPP #define GRID3_HPP #include #include #include #include "../vectorlogic/vec2.hpp" #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" //constexpr char magic[4] = {'Y', 'G', 'G', '3'}; Mat4f lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up) { Vec3f const f = (center - eye).normalized(); Vec3f const s = f.cross(up).normalized(); Vec3f const u = s.cross(f); Mat4f Result = Mat4f::identity(); Result(0, 0) = s.x; Result(1, 0) = s.y; Result(2, 0) = s.z; Result(3, 0) = -s.dot(eye); Result(0, 1) = u.x; Result(1, 1) = u.y; Result(2, 1) = u.z; Result(3, 1) = -u.dot(eye); Result(0, 2) = -f.x; Result(1, 2) = -f.y; Result(2, 2) = -f.z; Result(3, 2) = f.dot(eye); return Result; } Mat4f perspective(float fovy, float aspect, float zNear, float zfar) { float const tanhalfF = tan(fovy / 2); Mat4f Result = 0; Result(0,0) = 1 / (aspect * tanhalfF); Result(1,1) = 1 / tanhalfF; Result(2,2) = zfar / (zNear - zfar); Result(2,3) = -1; Result(3,2) = -(zfar * zNear) / (zfar - zNear); return Result; } struct Voxel { float weight; bool active; float alpha; Vec3ui8 color; // TODO: add curving and similar for water and glass and so on. auto members() const -> std::tuple { return std::tie(weight, active, alpha, color); } auto members() -> std::tuple { return std::tie(weight, active, alpha, 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) {} void rotateYaw(float angle) { float cosA = cos(angle); float sinA = sin(angle); Vec3f right = posfor.direction.cross(up).normalized(); posfor.direction = posfor.direction * cosA + right * sinA; posfor.direction = posfor.direction.normalized(); } void rotatePitch(float angle) { float cosA = cos(angle); float sinA = sin(angle); Vec3f right = posfor.direction.cross(up).normalized(); posfor.direction = posfor.direction * cosA + up * sinA; posfor.direction = posfor.direction.normalized(); up = right.cross(posfor.direction).normalized(); } Vec3f forward() const { return (posfor.direction - posfor.origin).normalized(); } Vec3f right() const { return forward().cross(up).normalized(); } float fovRad() const { return fov * (M_PI / 180); } }; struct Vertex { Vec3f position; Vec3f normal; Vec3ui8 color; Vec2f texCoord; Vertex() = default; Vertex(Vec3f pos, Vec3f norm, Vec3ui8 colr, Vec2f tex = Vec2f(0,0)) : position(pos), normal(norm), color(colr), texCoord(tex) {} }; struct Tri { size_t v0,v1,v2; Tri() = default; Tri(size_t a, size_t b, size_t c) : v0(a), v1(b), v2(c) {} }; class Mesh { private: std::vector vertices; std::vector tris; Vec3f boundBoxMin; Vec3f boundBoxMax; public: Mesh() = default; void clear() { vertices.clear(); tris.clear(); boundBoxMax = Vec3f(0,0,0); boundBoxMin = Vec3f(0,0,0); } void addVertex(const Vertex& vertex) { vertices.push_back(vertex); boundBoxMin = boundBoxMin.min(vertex.position); boundBoxMax = boundBoxMax.max(vertex.position); } void addTriangle(const Tri& triangle) { tris.push_back(triangle); } void addTriangle(uint32_t v0, uint32_t v1, uint32_t v2) { tris.emplace_back(v0, v1, v2); } const std::vector& getVertices() const { return vertices; } const std::vector& getTriangles() const { return tris; } size_t getVertexCount() const { return vertices.size(); } size_t getTriangleCount() const { return tris.size(); } Vec3f getBoundingBoxMin() const { return boundBoxMin; } Vec3f getBoundingBoxMax() const { return boundBoxMax; } Vec3f getBoundingBoxSize() const { return boundBoxMax - boundBoxMin; } Vec3f getBoundingBoxCenter() const { return (boundBoxMin + boundBoxMax) * 0.5f; } // Calculate normals if they're not already set void calculateNormals() { // Reset all normals to zero for (auto& vertex : vertices) { vertex.normal = Vec3f(0, 0, 0); } // Accumulate face normals to vertices for (const auto& tri : tris) { const Vec3f& v0 = vertices[tri.v0].position; const Vec3f& v1 = vertices[tri.v1].position; const Vec3f& v2 = vertices[tri.v2].position; Vec3f edge1 = v1 - v0; Vec3f edge2 = v2 - v0; Vec3f normal = edge1.cross(edge2).normalized(); vertices[tri.v0].normal = vertices[tri.v0].normal + normal; vertices[tri.v1].normal = vertices[tri.v1].normal + normal; vertices[tri.v2].normal = vertices[tri.v2].normal + normal; } // Normalize all vertex normals for (auto& vertex : vertices) { if (vertex.normal.lengthSquared() > 0) { vertex.normal = vertex.normal.normalized(); } else { vertex.normal = Vec3f(0, 1, 0); // Default up normal } } } void optimize() { calculateNormals(); //optimize may have optional params later for future expansion of features } }; class VoxelGrid { private: double binSize = 1; Vec3i gridSize; //int width, height, depth; std::vector voxels; std::unique_ptr cachedMesh; bool meshDirty = true; float radians(float rads) { return rads * (M_PI / 180); } public: VoxelGrid() : gridSize(0,0,0) { std::cout << "creating empty grid." << std::endl; } VoxelGrid(int w, int h, int d) : gridSize(w,h,d) { voxels.resize(w * h * d); } bool serializeToFile(const std::string& filename); static std::unique_ptr deserializeFromFile(const std::string& filename); Voxel& get(int x, int y, int z) { return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x]; } const Voxel& get(int x, int y, int z) const { return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x]; } Voxel& get(const Vec3i& xyz) { return voxels[xyz.z * gridSize.x * gridSize.y + xyz.y * gridSize.x + xyz.x]; } const Voxel& get(const Vec3i& xyz) const { return voxels[xyz.z * gridSize.x * gridSize.y + xyz.y * gridSize.x + xyz.x]; } void resize(int newW, int newH, int newD) { std::vector newVoxels(newW * newH * newD); int copyW = std::min(static_cast(gridSize.x), newW); int copyH = std::min(static_cast(gridSize.y), newH); int copyD = std::min(static_cast(gridSize.z), newD); for (int z = 0; z < copyD; ++z) { for (int y = 0; y < copyH; ++y) { int oldRowStart = z * gridSize.x * gridSize.y + y * gridSize.x; int newRowStart = z * newW * newH + y * newW; std::copy( voxels.begin() + oldRowStart, voxels.begin() + oldRowStart + copyW, newVoxels.begin() + newRowStart ); } } voxels = std::move(newVoxels); gridSize = Vec3i(newW, newH, newD); } void resize(Vec3i newsize) { resize(newsize.x, newsize.y, newsize.z); } void set(int x, int y, int z, bool active, Vec3ui8 color) { set(Vec3i(x,y,z), active, color); } void set(Vec3i pos, bool active, Vec3ui8 color) { if (pos.x >= 0 || pos.y >= 0 || pos.z >= 0) { if (!(pos.x < gridSize.x)) { resize(pos.x, gridSize.y, gridSize.z); } else if (!(pos.y < gridSize.y)) { resize(gridSize.x, pos.y, gridSize.z); } else if (!(pos.z < gridSize.z)) { resize(gridSize.x, gridSize.y, pos.z); } Voxel& v = get(pos); v.active = active; // std::clamp(active, 0.0f, 1.0f); v.color = color; } } void set(Vec3i pos, Vec4ui8 rgbaval) { set(pos, static_cast(rgbaval.a / 255), rgbaval.toVec3()); } template bool inGrid(Vec3 voxl) const { return (voxl >= 0 && voxl.x < gridSize.x && voxl.y < gridSize.y && voxl.z < gridSize.z); } void voxelTraverse(const Vec3d& origin, const Vec3d& end, std::vector& visitedVoxel) const { Vec3i cv = (origin / binSize).floorToI(); Vec3i lv = (end / binSize).floorToI(); Vec3d ray = end - origin; Vec3f step = Vec3f(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1); Vec3d nextVox = cv.toDouble() + step * binSize; Vec3d tMax = Vec3d(ray.x != 0 ? (nextVox.x - origin.x) / ray.x : INF, ray.y != 0 ? (nextVox.y - origin.y) / ray.y : INF, ray.z != 0 ? (nextVox.z-origin.z) / ray.z : INF); Vec3d tDelta = Vec3d(ray.x != 0 ? binSize / ray.x * step.x : INF, ray.y != 0 ? binSize / ray.y * step.y : INF, ray.z != 0 ? binSize / ray.z * step.z : INF); Vec3i diff(0,0,0); bool negRay = false; if (cv.x != lv.x && ray.x < 0) { diff.x = diff.x--; negRay = true; } if (cv.y != lv.y && ray.y < 0) { diff.y = diff.y--; negRay = true; } if (cv.z != lv.z && ray.z < 0) { diff.z = diff.z--; negRay = true; } if (negRay) { cv += diff; visitedVoxel.push_back(cv); } while (lv != cv && inGrid(cv)) { if (get(cv).active) { visitedVoxel.push_back(cv); } if (tMax.x < tMax.y) { if (tMax.x < tMax.z) { cv.x += step.x; tMax.x += tDelta.x; } else { cv.z += step.z; tMax.z += tDelta.z; } } else { if (tMax.y < tMax.z) { cv.y += step.y; tMax.y += tDelta.y; } else { cv.z += step.z; tMax.z += tDelta.z; } } } return; // &&visitedVoxel; } int getWidth() const { return gridSize.x; } int getHeight() const { return gridSize.y; } int getDepth() const { return gridSize.z; } frame renderFrame(const Camera& cam, Vec2i resolution, frame::colormap colorformat = frame::colormap::RGB) const { TIME_FUNCTION; Vec3f forward = cam.forward(); Vec3f right = cam.right(); Vec3f upCor = right.cross(forward).normalized(); float aspect = resolution.aspect(); float fovRad = cam.fovRad(); float viewH = 2 * tan(fovRad / 2); float viewW = viewH * aspect; float maxDist = std::sqrt(gridSize.lengthSquared()) * binSize; frame outFrame(resolution.x, resolution.y, frame::colormap::RGB); std::vector colorBuffer(resolution.x * resolution.y * 3); #pragma omp parallel for for (int y = 0; y < resolution.x; y++) { float v = (static_cast(y) / static_cast(resolution.x - 1)) - 0.5f; for (int x = 0; x < resolution.y; x++) { std::vector hitVoxels; float u = (static_cast(x) / static_cast(resolution.y - 1)) - 0.5f; Vec3f rayDirWorld = (forward + right * (u * viewW) + upCor * (v * viewH)).normalized(); Vec3f rayEnd = cam.posfor.origin + rayDirWorld * maxDist; Vec3d rayStartGrid = cam.posfor.origin.toDouble() / binSize; Vec3d rayEndGrid = rayEnd.toDouble() / binSize; voxelTraverse(rayStartGrid, rayEndGrid, hitVoxels); Vec3ui8 hitColor(10, 10, 255); for (const Vec3i& voxelPos : hitVoxels) { if (inGrid(voxelPos)) { const Voxel& voxel = get(voxelPos); if (voxel.active) { hitColor = voxel.color; break; } } } hitVoxels.clear(); hitVoxels.shrink_to_fit(); // Set pixel color in buffer switch (colorformat) { case frame::colormap::BGRA: { int idx = (y * resolution.y + x) * 4; colorBuffer[idx + 3] = hitColor.x; colorBuffer[idx + 2] = hitColor.y; colorBuffer[idx + 1] = hitColor.z; colorBuffer[idx + 0] = 255; break; } case frame::colormap::RGB: default: { int idx = (y * resolution.y + x) * 3; colorBuffer[idx + 0] = hitColor.x; colorBuffer[idx + 1] = hitColor.y; colorBuffer[idx + 2] = hitColor.z; break; } } } } outFrame.setData(colorBuffer); return outFrame; } void printStats() const { int totalVoxels = gridSize.x * gridSize.y * gridSize.z; int activeVoxels = 0; // Count active voxels for (const Voxel& voxel : voxels) { if (voxel.active) { activeVoxels++; } } float activePercentage = (totalVoxels > 0) ? (static_cast(activeVoxels) / static_cast(totalVoxels)) * 100.0f : 0.0f; std::cout << "=== Voxel Grid Statistics ===" << std::endl; std::cout << "Grid dimensions: " << gridSize.x << " x " << gridSize.y << " x " << gridSize.z << std::endl; std::cout << "Total voxels: " << totalVoxels << std::endl; std::cout << "Active voxels: " << activeVoxels << std::endl; std::cout << "Inactive voxels: " << (totalVoxels - activeVoxels) << std::endl; std::cout << "Active percentage: " << activePercentage << "%" << std::endl; std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl; std::cout << "Mesh cached: " << (cachedMesh ? "Yes" : "No") << std::endl; if (cachedMesh) { std::cout << "Mesh vertices: " << cachedMesh->getVertexCount() << std::endl; std::cout << "Mesh triangles: " << cachedMesh->getTriangleCount() << std::endl; } std::cout << "============================" << std::endl; } private: // Helper function to check if a voxel is on the surface bool isSurfaceVoxel(int x, int y, int z) const { if (!inGrid(Vec3i(x, y, z))) return false; if (!get(x, y, z).active) return false; // Check all 6 neighbors static const std::array neighbors = {{ Vec3i(1, 0, 0), Vec3i(-1, 0, 0), Vec3i(0, 1, 0), Vec3i(0, -1, 0), Vec3i(0, 0, 1), Vec3i(0, 0, -1) }}; for (const auto& n : neighbors) { Vec3i neighborPos(x + n.x, y + n.y, z + n.z); if (!inGrid(neighborPos) || !get(neighborPos).active) { return true; // At least one empty neighbor means this is a surface voxel } } return false; } // Get normal for a surface voxel Vec3f calculateVoxelNormal(int x, int y, int z) const { Vec3f normal(0, 0, 0); // Simple gradient-based normal calculation if (inGrid(Vec3i(x+1, y, z)) && !get(x+1, y, z).active) normal.x += 1; if (inGrid(Vec3i(x-1, y, z)) && !get(x-1, y, z).active) normal.x -= 1; if (inGrid(Vec3i(x, y+1, z)) && !get(x, y+1, z).active) normal.y += 1; if (inGrid(Vec3i(x, y-1, z)) && !get(x, y-1, z).active) normal.y -= 1; if (inGrid(Vec3i(x, y, z+1)) && !get(x, y, z+1).active) normal.z += 1; if (inGrid(Vec3i(x, y, z-1)) && !get(x, y, z-1).active) normal.z -= 1; if (normal.lengthSquared() > 0) { return normal.normalized(); } return Vec3f(0, 1, 0); // Default up normal } Vertex getEdgeVertex(int edge, int x, int y, int z, float isoLevel = 0.5f) const { // Edge vertices based on Marching Cubes algorithm static const std::array, 12> edgeVertices = {{ {0, 1}, {1, 2}, {2, 3}, {3, 0}, // Bottom edges {4, 5}, {5, 6}, {6, 7}, {7, 4}, // Top edges {0, 4}, {1, 5}, {2, 6}, {3, 7} // Vertical edges }}; static const std::array cubeVertices = {{ Vec3f(0, 0, 0), Vec3f(1, 0, 0), Vec3f(1, 1, 0), Vec3f(0, 1, 0), Vec3f(0, 0, 1), Vec3f(1, 0, 1), Vec3f(1, 1, 1), Vec3f(0, 1, 1) }}; const auto& [v1, v2] = edgeVertices[edge]; const Vec3f& p1 = cubeVertices[v1]; const Vec3f& p2 = cubeVertices[v2]; // For binary voxels, we can just use midpoint Vec3f position = (p1 + p2) * 0.5f; // Convert to world coordinates position = position + Vec3f(x, y, z); position = position * binSize; // Get colors from neighboring voxels Vec3ui8 color1 = get(x, y, z).color; Vec3ui8 color2 = color1; // Determine which neighboring voxel to use for the second color // This is simplified - in a full implementation, you'd interpolate based on values if (v2 == 1) color2 = get(x+1, y, z).color; else if (v2 == 3) color2 = get(x, y+1, z).color; else if (v2 == 4) color2 = get(x, y, z+1).color; // Interpolate color Vec3ui8 color( static_cast((color1.x + color2.x) / 2), static_cast((color1.y + color2.y) / 2), static_cast((color1.z + color2.z) / 2) ); // Calculate normal (simplified) Vec3f normal = calculateVoxelNormal(x, y, z); return Vertex(position, normal, color); } // Helper function to add a face to the mesh void addFace(Mesh& mesh, const Vec3f& basePos, const Vec3f& normal, const Vec3ui8& color, bool flipWinding = false) { Vec3f right, up; // Determine right and up vectors based on normal if (std::abs(normal.x) > std::abs(normal.y)) { right = Vec3f(0, 0, 1); } else { right = Vec3f(1, 0, 0); } up = normal.cross(right).normalized(); right = up.cross(normal).normalized(); // Create face vertices float halfSize = binSize * 0.5f; Vec3f center = basePos + normal * halfSize; Vec3f v0 = center - right * halfSize - up * halfSize; Vec3f v1 = center + right * halfSize - up * halfSize; Vec3f v2 = center + right * halfSize + up * halfSize; Vec3f v3 = center - right * halfSize + up * halfSize; // Add vertices to mesh uint32_t startIndex = static_cast(mesh.getVertexCount()); mesh.addVertex(Vertex(v0, normal, color)); mesh.addVertex(Vertex(v1, normal, color)); mesh.addVertex(Vertex(v2, normal, color)); mesh.addVertex(Vertex(v3, normal, color)); // Add triangles (two triangles per quad) if (flipWinding) { mesh.addTriangle(startIndex, startIndex + 1, startIndex + 2); mesh.addTriangle(startIndex, startIndex + 2, startIndex + 3); } else { mesh.addTriangle(startIndex, startIndex + 2, startIndex + 1); mesh.addTriangle(startIndex, startIndex + 3, startIndex + 2); } } public: // Mesh generation using Naive Surface Nets (simpler than Marching Cubes) std::unique_ptr meshify() { TIME_FUNCTION; // If mesh is cached and not dirty, return it if (cachedMesh && !meshDirty) { return std::make_unique(*cachedMesh); } auto mesh = std::make_unique(); mesh->clear(); // For each voxel that's on the surface, create a quad for (int z = 0; z < gridSize.z; z++) { for (int y = 0; y < gridSize.y; y++) { for (int x = 0; x < gridSize.x; x++) { if (!get(x, y, z).active) continue; const Voxel& voxel = get(x, y, z); Vec3f basePos(x * binSize, y * binSize, z * binSize); // Check each face // Right face (x+) if (!inGrid(Vec3i(x+1, y, z)) || !get(x+1, y, z).active) { addFace(*mesh, basePos, Vec3f(1, 0, 0), voxel.color, true); } // Left face (x-) if (!inGrid(Vec3i(x-1, y, z)) || !get(x-1, y, z).active) { addFace(*mesh, basePos, Vec3f(-1, 0, 0), voxel.color, false); } // Top face (y+) if (!inGrid(Vec3i(x, y+1, z)) || !get(x, y+1, z).active) { addFace(*mesh, basePos, Vec3f(0, 1, 0), voxel.color, true); } // Bottom face (y-) if (!inGrid(Vec3i(x, y-1, z)) || !get(x, y-1, z).active) { addFace(*mesh, basePos, Vec3f(0, -1, 0), voxel.color, false); } // Front face (z+) if (!inGrid(Vec3i(x, y, z+1)) || !get(x, y, z+1).active) { addFace(*mesh, basePos, Vec3f(0, 0, 1), voxel.color, true); } // Back face (z-) if (!inGrid(Vec3i(x, y, z-1)) || !get(x, y, z-1).active) { addFace(*mesh, basePos, Vec3f(0, 0, -1), voxel.color, false); } } } } // Optimize the mesh mesh->optimize(); // Cache the mesh cachedMesh = std::make_unique(*mesh); meshDirty = false; return mesh; } // Get cached mesh (regenerates if dirty) std::unique_ptr getMesh() { return meshify(); } // Clear mesh cache void clearMeshCache() { cachedMesh.reset(); meshDirty = true; } // Check if mesh needs regeneration bool isMeshDirty() const { return meshDirty; } }; //#include "g3_serialization.hpp" needed to be usable #endif