#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(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; } 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(const Vec3f& origin, const 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(const Vec3f& origin, const 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) { set(Vec3T(x,y,z), active, color); } void set(Vec3T pos, float active, Vec3ui8 color) { if (pos.x >= 0 || pos.y >= 0 || pos.z >= 0) { if (!(pos.x < width)) { //until resizing added: return; width = pos.x; resize(); } else if (!(pos.y < height)) { //until resizing added: return; height = pos.y; resize(); } else if (!(pos.z < depth)) { //until resizing added: return; depth = pos.z; resize(); } Voxel& v = get(pos); v.active = std::clamp(active, 0.0f, 1.0f); v.color = color; } } void set(Vec3T pos, Vec4ui8 rgbaval) { set(pos, static_cast(rgbaval.a / 255), rgbaval.toVec3()); } template bool inGrid(Vec3 voxl) { return (voxl >= 0 && voxl.x < width && voxl.y < height && voxl.z < depth); } std::vector genPixelDirs(const Vec3f& pos, const 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(); float imgWidthInv = 1 / (imgWidth - 1); float imgHeightInv = 1 / (imgHeight - 1); float aspectTanFov = aspect * tanFov; for (int y = 0; y < imgHeight; ++y) { float ndcY = 1 - (2 * y * imgHeightInv); float screenY = ndcY * tanFov; for (int x = 0; x < imgWidth; ++x) { float ndcX = (2 * x * imgWidthInv) - 1; float screenX = ndcX * aspectTanFov; Vec3f dir = (camRight * screenX + camUp * screenY + dir).normalized(); dirs[y*imgWidth+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(const Vec3f& origin, const Vec3f& direction, float maxDist, Vec3f& hitColor) { Vec3f dir = direction.normalized(); if (abs(dir.length()) < EPSILON) return false; Vec3f invDir = dir.safeInverse(); Vec3T currentVoxel = origin.floorToT(); if (dir.x == 0 || dir.y == 0 || dir.z == 0) { return specialCases(origin, dir, maxDist, hitColor); } if (!inGrid(currentVoxel)) { std::pair re = rayBoxIntersect(origin, dir); 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 = origin + dir * tStart; currentVoxel = gridOrig.floorToT(); } Vec3i8 step = Vec3i8(dir.x >= 0 ? 1 : -1, dir.y >= 0 ? 1 : -1, dir.z >= 0 ? 1 : -1); Vec3f tMax; for (int i = 0; i < 3; i++) { if (step[i] > 0) { tMax[i] = ((currentVoxel[i] + 1) - origin[i]) * invDir[i]; } else { tMax[i] = (currentVoxel[i] - origin[i]) * invDir[i]; } } Vec3f tDelta = invDir.abs(); // Vec3f dir = direction.normalized(); // if (abs(dir.length()) < EPSILON) return false; // Vec3f invDir = dir.safeInverse(); // Vec3T currentVoxel = origin.floorToT(); // if (dir.x == 0 || dir.y == 0 || dir.z == 0) { // return specialCases(origin, dir, maxDist, hitColor); // } // //if (!inGrid(currentVoxel)) { // std::pair re = rayBoxIntersect(origin, dir); // float tEntry = re.first; // float tExit = re.second; // float tStart = std::max(0.0f, tEntry); // if (tEntry < EPSILON || tExit < EPSILON || tStart > maxDist) return false; // Vec3f gridOrig = origin + dir * tStart; // currentVoxel = gridOrig.floorToT(); // //} // Vec3i8 step = Vec3i8(direction.x >= 0 ? 1 : -1, direction.y >= 0 ? 1 : -1, direction.z >= 0 ? 1 : -1); // Vec3f tMax; // Vec3f tDelta = invDir.abs(); // for (int i = 0; i < 3; i++) { // //if (step[i] != 0) { // if (step[i] > 0) { // tMax[i] = ((currentVoxel[i] + 1) - origin[i]) * invDir[i]; // } else { // tMax[i] = (currentVoxel[i] - origin[i]) * invDir[i]; // } // //tDelta[i] = fabs(1.0f / dir[i]); // //} else { // //tMax[i] = INF; // //tDelta[i] = INF; // //} // } float aalpha = 0; while (inGrid(currentVoxel) && aalpha < 1) { Voxel cv = get(currentVoxel); if (cv.active > EPSILON) { float alpha = cv.active * (1.0f - aalpha); Vec3f voxelColor = cv.color.toFloat() / 255.0f; hitColor = hitColor + voxelColor * alpha; aalpha += cv.active; } if (tMax.x < tMax.y && tMax.x < tMax.z) { if (tMax.x > maxDist) break; currentVoxel.x += step.x; tMax.x += tDelta.x; } else if (tMax.y < tMax.z) { currentVoxel.y += step.y; tMax.y += tDelta.y; } else { 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) { TIME_FUNCTION; 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++) { float yout = y * outwidth; for (size_t x = 0; x < outwidth; x++) { // Vec3f rayDir = dirs[y*outwidth + x]; // Vec3f hitColor = Vec3f(0,0,0); 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 = (yout + 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