#ifndef GRID3_HPP #define GRID3_HPP #include #include #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'}; static constexpr int CHUNK_THRESHOLD = 16; //at this size, subdivide. 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 = 1.0; bool active = false; float alpha = 0.0; Vec3ui8 color = Vec3ui8(0,0,0); Voxel() = default; Voxel(float weight, bool active, float alpha, Vec3ui8 color) : weight(weight), active(active), alpha(alpha), color(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 Chunk { Voxel reprVoxel; //average of all voxels in chunk for LOD rendering //std::vector voxels; //list of all voxels in chunk. std::vector children; //list of all chunks in chunk bool active; //active if any child chunk or child voxel is active. used to efficiently find active voxels by only going down when an active chunk is found. int chunkSize; //should be (CHUNK_THRESHOLD/2) * 2 ^ depth I think. (ie: 1 depth will be (16/2)*(2^1) or 16, second will be (16/2)*(2^2) or 8*4=32) Vec3i minCorner; //position of chunk in world space. int depth; //number of parent/child traversals to get here. }; class VoxelGrid { private: Vec3i gridSize; std::vector voxels; std::unordered_map chunkList; std::unordered_map activeChunks; float radians(float rads) { return rads * (M_PI / 180); } Vec3i getChunkCoord(const Vec3i& voxelPos) const { return Vec3i(voxelPos.x / CHUNK_THRESHOLD, voxelPos.y / CHUNK_THRESHOLD, voxelPos.z / CHUNK_THRESHOLD); } void updateChunkStatus(const Vec3i& pos, bool isActive) { Vec3i chunkCoord = getChunkCoord(pos); if (isActive) { chunkList[chunkCoord].active = true; activeChunks[chunkCoord] = true; } } public: double binSize = 1; 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 get(xyz.x, xyz.y, xyz.z); } const Voxel& get(const Vec3i& xyz) const { return get(xyz.x, xyz.y, xyz.z); } void resize(int newW, int newH, int newD) { std::vector newVoxels(newW * newH * newD); std::unordered_map chunklist; std::unordered_map newActiveChunks; 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 ); for (int x = 0; x < copyW; ++x) { if (voxels[oldRowStart + x].active) { Vec3i cc(x / CHUNK_THRESHOLD, y / CHUNK_THRESHOLD, z / CHUNK_THRESHOLD); newActiveChunks[cc] = true; } } } } voxels = std::move(newVoxels); activeChunks = std::move(newActiveChunks); 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; v.color = color; updateChunkStatus(pos, active); } } 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, Voxel& outVoxel, int maxDist = 10000000) 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); float dist = 0; outVoxel.alpha = 0.0; //float alphaDiff = 1; while (lv != cv && outVoxel.alpha < 1 && dist < maxDist && inGrid(cv)) { //Vec3i currentChunk = getChunkCoord(cv); //auto it = activeChunks.find(currentChunk); //bool isChunkActive = (it != activeChunks.end() && it->second); Voxel curv = get(cv); if (curv.active) { outVoxel.active = true; outVoxel.color = curv.color; outVoxel.alpha = curv.alpha; // float covCon = curv.alpha * alphaDiff; // outVoxel.color = outVoxel.color + curv.color * covCon; // outVoxel.alpha += covCon; // alphaDiff *= (1.f-curv.alpha); } if (tMax.x < tMax.y) { if (tMax.x < tMax.z) { dist += tDelta.x; cv.x += step.x; tMax.x += tDelta.x; } else { dist += tDelta.z; cv.z += step.z; tMax.z += tDelta.z; } } else { if (tMax.y < tMax.z) { dist += tDelta.y; cv.y += step.y; tMax.y += tDelta.y; } else { dist += tDelta.z; cv.z += step.z; tMax.z += tDelta.z; } } } return; } 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++) { Voxel outVoxel(0,false,0.f,Vec3ui8(10, 10, 255)); 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, outVoxel); Vec3ui8 hitColor = outVoxel.color; // 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 chunks (map size): " << activeChunks.size() << std::endl; std::cout << "Active percentage: " << activePercentage << "%" << std::endl; std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << 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 } public: std::vector genSlices(frame::colormap colorFormat = frame::colormap::RGB) const { TIME_FUNCTION; int colors; std::vector outframes; switch (colorFormat) { case frame::colormap::RGBA: case frame::colormap::BGRA: { colors = 4; break; } case frame::colormap::B: { colors = 1; break; } case frame::colormap::RGB: case frame::colormap::BGR: default: { colors = 3; break; } } size_t cbsize = gridSize.x * gridSize.y * colors; for (int layer = 0; layer < getDepth(); layer++) { int layerMult = layer * gridSize.x * gridSize.y; frame layerFrame(gridSize.x, gridSize.y, colorFormat); std::vector colorBuffer(cbsize); for (int y = 0; y < gridSize.y; y++) { int yMult = layerMult + (y * gridSize.x); for (int x = 0; x < gridSize.x; x++) { int vidx = yMult + x; int pidx = (y * gridSize.x + x) * colors; Voxel cv = voxels[vidx]; Vec3ui8 cvColor; float cvAlpha; if (cv.active) { cvColor = cv.color; cvAlpha = cv.alpha; } else { cvColor = Vec3ui8(255,255,255); cvAlpha = 255; } switch (colorFormat) { case frame::colormap::RGBA: { colorBuffer[pidx + 0] = cvColor.x; colorBuffer[pidx + 1] = cvColor.y; colorBuffer[pidx + 2] = cvColor.z; colorBuffer[pidx + 3] = cvAlpha; break; } case frame::colormap::BGRA: { colorBuffer[pidx + 3] = cvColor.x; colorBuffer[pidx + 2] = cvColor.y; colorBuffer[pidx + 1] = cvColor.z; colorBuffer[pidx + 0] = cvAlpha; break; } case frame::colormap::RGB: { colorBuffer[pidx + 0] = cvColor.x; colorBuffer[pidx + 1] = cvColor.y; colorBuffer[pidx + 2] = cvColor.z; break; } case frame::colormap::BGR: { colorBuffer[pidx + 2] = cvColor.x; colorBuffer[pidx + 1] = cvColor.y; colorBuffer[pidx + 0] = cvColor.z; break; } case frame::colormap::B: { colorBuffer[pidx] = static_cast((cvColor.x * 0.299) + (cvColor.y * 0.587) + (cvColor.z * 0.114)); break; } } } } layerFrame.setData(colorBuffer); //layerFrame.compressFrameLZ78(); outframes.emplace_back(layerFrame); } return outframes; } }; //#include "g3_serialization.hpp" needed to be usable #endif