969 lines
35 KiB
C++
969 lines
35 KiB
C++
#ifndef GRID3_HPP
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#define GRID3_HPP
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#include <unordered_map>
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#include <fstream>
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#include <cstring>
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#include <memory>
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#include <array>
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#include "../vectorlogic/vec2.hpp"
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#include "../vectorlogic/vec3.hpp"
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#include "../vectorlogic/vec4.hpp"
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#include "../timing_decorator.hpp"
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#include "../output/frame.hpp"
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#include "../noise/pnoise2.hpp"
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#include "../vecmat/mat4.hpp"
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#include "../vecmat/mat3.hpp"
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#include "camera.hpp"
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#include <vector>
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#include <algorithm>
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#include "../basicdefines.hpp"
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#include <cfloat>
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//constexpr char magic[4] = {'Y', 'G', 'G', '3'};
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static constexpr int CHUNK_THRESHOLD = 16; //at this size, subdivide.
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struct Voxel {
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float weight = 1.0;
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bool active = false;
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float alpha = 0.0;
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Vec3ui8 color = Vec3ui8(0,0,0);
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Voxel() = default;
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Voxel(float weight, bool active, float alpha, Vec3ui8 color) : weight(weight), active(active), alpha(alpha), color(color) {}
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// TODO: add curving and similar for water and glass and so on.
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auto members() const -> std::tuple<const float&, const bool&, const float&, const Vec3ui8&> {
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return std::tie(weight, active, alpha, color);
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}
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auto members() -> std::tuple<float&, bool&, float&, Vec3ui8&> {
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return std::tie(weight, active, alpha, color);
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}
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};
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struct Chunk {
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Voxel reprVoxel; //average of all voxels in chunk for LOD rendering
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std::vector<bool> activeVoxels; //use this to specify active voxels in this chunk.
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//std::vector<Voxel> voxels; //list of all voxels in chunk.
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std::vector<size_t> voxelIndices; //indices of voxels in the voxelGrid class
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//std::vector<Chunk> children; //list of all chunks in chunk. for future use.
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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.
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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)
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Vec3i minCorner; //position of chunk in world space.
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Vec3i maxCorner;
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int depth; //number of parent/child traversals to get here.
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Chunk() : active(false), chunkSize(0), depth(0) {}
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Chunk(const Vec3i& minCorner, int chunkSize, int depth = 0) : minCorner(minCorner), chunkSize(chunkSize),
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depth(depth), maxCorner(minCorner + chunkSize), active(false) {
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int voxelCount = chunkSize * chunkSize * chunkSize;
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activeVoxels.resize(voxelCount, false);
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voxelIndices.resize(voxelCount);
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}
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// Convert world position to local chunk index
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Vec3i worldToLocal(const Vec3i& worldPos) const {
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return worldPos - minCorner;
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}
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Vec3i localToWorld(const Vec3i& localPos) const {
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return localPos + minCorner;
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}
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// Convert local chunk position to index
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static size_t mortonIndex(const Vec3i& localPos) {
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uint8_t x = static_cast<uint8_t>(localPos.x) & 0x0F;
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uint8_t y = static_cast<uint8_t>(localPos.y) & 0x0F;
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uint8_t z = static_cast<uint8_t>(localPos.z) & 0x0F;
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uint16_t xx = x;
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xx = (xx | (xx << 4)) & 0x0F0F;
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xx = (xx | (xx << 2)) & 0x3333;
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xx = (xx | (xx << 1)) & 0x5555;
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uint16_t yy = y;
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yy = (yy | (yy << 4)) & 0x0F0F;
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yy = (yy | (yy << 2)) & 0x3333;
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yy = (yy | (yy << 1)) & 0x5555;
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uint16_t zz = z;
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zz = (zz | (zz << 4)) & 0x0F0F;
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zz = (zz | (zz << 2)) & 0x3333;
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zz = (zz | (zz << 1)) & 0x5555;
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return xx | (yy << 1) | (zz << 2);
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}
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// Get local index at world position
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size_t getWIndex(const Vec3i& worldPos) {
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Vec3i local = worldToLocal(worldPos);
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return voxelIndices[mortonIndex(local)];
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}
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const size_t getWIndex(const Vec3i& worldPos) const {
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Vec3i local = worldToLocal(worldPos);
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return voxelIndices[mortonIndex(local)];
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}
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size_t getLIndex(const Vec3i& localPos) {
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return mortonIndex(localPos);
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}
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const size_t getLIndex(const Vec3i& localPos) const {
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return mortonIndex(localPos);
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}
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// Set voxel at world position
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void setVoxel(const Vec3i& worldPos, const Voxel& voxel, size_t index) {
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Vec3i local = worldToLocal(worldPos);
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size_t idx = mortonIndex(local);
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voxelIndices[idx] = index;
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activeVoxels[idx] = voxel.active;
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// Update chunk active status
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if (voxel.active && !active) {
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active = true;
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}
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}
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// Check if a world position is inside this chunk
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bool contains(const Vec3i& worldPos) const {
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return worldPos.AllGTE(minCorner) && worldPos.AllLT(maxCorner);
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}
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// Check if a point is inside this chunk
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bool contains(const Vec3f& worldPos) const {
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return worldPos.AllGTE(minCorner.toFloat()) && worldPos.AllLT(maxCorner.toFloat());
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}
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// Ray bypass - calculate where ray exits this chunk
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bool rayBypass(const Vec3f& rayOrigin, const Vec3f& rayDir, float& tEntry, float& tExit) const {
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Vec3f invDir = rayDir.safeInverse();
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Vec3f t1 = (minCorner.toFloat() - rayOrigin) * invDir;
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Vec3f t2 = (maxCorner.toFloat() - rayOrigin) * invDir;
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Vec3f tMinVec = t1.min(t2);
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Vec3f tMaxVec = t1.max(t2);
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float tNear = tMinVec.maxComp();
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float tFar = tMaxVec.minComp();
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tEntry = tNear;
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tExit = tFar;
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return tFar >= tNear && tFar >= 0.0f;
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}
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bool inChunk(Vec3i voxl) const {
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return voxl.AllGTE(0) && voxl.AllLT(chunkSize);
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}
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///TODO: get this to actually work.
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bool rayTraverse(const Vec3f& origin, const Vec3f& end, Vec3f tDelta, Vec3<int8_t> step, Vec3f tMax, std::vector<size_t>& activeIndices, Vec3i& cv) const {
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cv -= minCorner;
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//lv -= minCorner;
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//Vec3f localOrigin = origin - minCorner.toFloat();
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//Vec3<int8_t> cv = localOrigin.floorToI();
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Vec3f localEnd = end - minCorner.toFloat();
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Vec3i lv = localEnd.floorToI();
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//Vec3f ray = localEnd - localOrigin;
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// Vec3f tMax;
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// if (ray.x > 0) {
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// tMax.x = (std::floor(localOrigin.x) + 1.0f - localOrigin.x) / ray.x;
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// } else if (ray.x < 0) {
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// tMax.x = (localOrigin.x - std::floor(localOrigin.x)) / -ray.x;
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// } else tMax.x = INF;
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// if (ray.y > 0) {
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// tMax.y = (std::floor(localOrigin.y) + 1.0f - localOrigin.y) / ray.y;
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// } else if (ray.y < 0) {
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// tMax.y = (localOrigin.y - std::floor(localOrigin.y)) / -ray.y;
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// } else tMax.y = INF;
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// if (ray.z > 0) {
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// tMax.z = (std::floor(localOrigin.z) + 1.0f - localOrigin.z) / ray.z;
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// } else if (ray.z < 0) {
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// tMax.z = (localOrigin.z - std::floor(localOrigin.z)) / -ray.z;
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// } else tMax.z = INF;
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while (cv != lv && activeIndices.size() < 16 && inChunk(cv)) {
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size_t idx = mortonIndex(cv);
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if (activeVoxels[idx]) {
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activeIndices.push_back(voxelIndices[idx]);
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}
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int axis = (tMax.x < tMax.y) ?
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((tMax.x < tMax.z) ? 0 : 2) :
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((tMax.y < tMax.z) ? 1 : 2);
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switch(axis) {
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case 0:
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tMax.x += tDelta.x;
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cv.x += step.x;
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break;
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case 1:
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tMax.y += tDelta.y;
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cv.y += step.y;
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break;
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case 2:
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tMax.z += tDelta.z;
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cv.z += step.z;
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break;
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}
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}
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cv += minCorner;
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return true;
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}
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// Build representation voxel (average of all active voxels)
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void buildReprVoxel(const std::vector<Voxel>& voxels) {
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if (!active) {
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reprVoxel = Voxel();
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return;
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}
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int activeCount = 0;
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Vec3f accumColor(0, 0, 0);
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float accumAlpha = 0.0f;
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float accumWeight = 0.0f;
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for (size_t i = 0; i < voxels.size(); ++i) {
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if (activeVoxels[i]) {
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const Voxel& v = voxels[i];
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accumColor.x += v.color.x;
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accumColor.y += v.color.y;
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accumColor.z += v.color.z;
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accumAlpha += v.alpha;
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accumWeight += v.weight;
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activeCount++;
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}
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}
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if (activeCount > 0) {
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reprVoxel.color = accumColor / activeCount;
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reprVoxel.alpha = accumAlpha / activeCount;
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reprVoxel.weight = accumWeight / activeCount;
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reprVoxel.active = true;
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} else {
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reprVoxel = Voxel();
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}
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}
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};
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class VoxelGrid {
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private:
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Vec3i gridSize;
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std::vector<Voxel> voxels;
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std::vector<bool> activeVoxels;
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std::vector<Chunk> chunks;
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std::vector<bool> activeChunks;
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int xyPlane;
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float radians(float rads) {
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return rads * (M_PI / 180);
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}
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Vec3i getChunkCoord(const Vec3i& voxelPos) const {
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return (voxelPos.toFloat() / CHUNK_THRESHOLD).floorToI();
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}
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void updateChunkStatus(const Vec3i& pos, bool isActive) {
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Vec3i chunkCoord = getChunkCoord(pos);
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size_t chunkIdx = chunkMortonIndex(chunkCoord);
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// If chunk doesn't exist, create it
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if (chunks.size() >= chunkIdx) {
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Vec3i chunkMin = chunkCoord * CHUNK_THRESHOLD;
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chunks[chunkIdx] = Chunk(chunkMin, CHUNK_THRESHOLD, 0);
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}
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// Update chunk active status
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if (isActive) {
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chunks[chunkIdx].active = true;
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activeChunks[chunkIdx] = true;
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}
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}
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void removeInactiveChunks() {
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// Remove chunks that are no longer active
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for (size_t i = 0; i < activeChunks.size(); ++i) {
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if (!activeChunks[i]) {
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if (i < chunks.size()) {
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// Reset the chunk to inactive state and clear its data
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chunks[i].active = false;
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chunks[i].activeVoxels.assign(chunks[i].activeVoxels.size(), false);
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chunks[i].reprVoxel = Voxel();
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}
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}
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}
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}
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size_t getIdx(Vec3i pos) const {
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return getIdx(pos.x, pos.y, pos.z);
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}
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size_t resizegetIDX(int x, int y, int z, int a, int b, int c) {
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size_t result = 0;
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result = z * a*b + y * a + x;
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return result;
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}
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size_t getIdx(int x, int y, int z) const {
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size_t result = 0;
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//I probably should integrate this properly, but apparently my resize broke because I didnt. so its removed.
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// uint64_t xx = x & 0x1FFFFF; // Mask to 21 bits
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// uint64_t yy = y & 0x1FFFFF;
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// uint64_t zz = z & 0x1FFFFF;
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// // Spread bits using parallel bit deposit operations
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// xx = (xx | (xx << 32)) & 0x1F00000000FFFF;
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// xx = (xx | (xx << 16)) & 0x1F0000FF0000FF;
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// xx = (xx | (xx << 8)) & 0x100F00F00F00F00F;
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// xx = (xx | (xx << 4)) & 0x10C30C30C30C30C3;
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// xx = (xx | (xx << 2)) & 0x1249249249249249;
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// yy = (yy | (yy << 32)) & 0x1F00000000FFFF;
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// yy = (yy | (yy << 16)) & 0x1F0000FF0000FF;
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// yy = (yy | (yy << 8)) & 0x100F00F00F00F00F;
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// yy = (yy | (yy << 4)) & 0x10C30C30C30C30C3;
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// yy = (yy | (yy << 2)) & 0x1249249249249249;
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// zz = (zz | (zz << 32)) & 0x1F00000000FFFF;
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// zz = (zz | (zz << 16)) & 0x1F0000FF0000FF;
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// zz = (zz | (zz << 8)) & 0x100F00F00F00F00F;
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// zz = (zz | (zz << 4)) & 0x10C30C30C30C30C3;
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// zz = (zz | (zz << 2)) & 0x1249249249249249;
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// result = xx | (yy << 1) | (zz << 2);
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result = z * xyPlane + y * gridSize.x + x;
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return result;
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}
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size_t chunkMortonIndex(const Vec3i& chunkpos) const {
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return getIdx(chunkpos.x, chunkpos.y, chunkpos.z);
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// uint32_t x = static_cast<uint32_t>(chunkpos.x) & 0x03FF;
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// uint32_t y = static_cast<uint32_t>(chunkpos.y) & 0x03FF;
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// uint32_t z = static_cast<uint32_t>(chunkpos.z) & 0x03FF;
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// x = (x | (x << 16)) & 0x030000FF;
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// x = (x | (x << 8)) & 0x0300F00F;
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// x = (x | (x << 4)) & 0x030C30C3;
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// x = (x | (x << 2)) & 0x09249249;
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// y = (y | (y << 16)) & 0x030000FF;
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// y = (y | (y << 8)) & 0x0300F00F;
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// y = (y | (y << 4)) & 0x030C30C3;
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// y = (y | (y << 2)) & 0x09249249;
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// z = (z | (z << 16)) & 0x030000FF;
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// z = (z | (z << 8)) & 0x0300F00F;
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// z = (z | (z << 4)) & 0x030C30C3;
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// z = (z | (z << 2)) & 0x09249249;
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// return x | (y << 1) | (z << 2);
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}
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bool intersectRayAABB(const Vec3f& origin, const Vec3f& dir, const Vec3f& boxMin, const Vec3f& boxMax, float& tNear, float& tFar) const {
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Vec3f invDir = dir.safeInverse();
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Vec3f t1 = (boxMin - origin) * invDir;
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Vec3f t2 = (boxMax - origin) * invDir;
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Vec3f tMin = t1.min(t2);
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Vec3f tMax = t1.max(t2);
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tNear = tMin.maxComp();
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tFar = tMax.minComp();
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if (tNear > tFar) return false;
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if (tFar < 0) return false;
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if (tNear < 0) tNear = 0;
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return true;
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}
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std::vector<Vec3f> precomputeRayDirs(const Camera& cam, Vec2i res) const {
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std::vector<Vec3f> dirs(res.x * res.y);
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#pragma omp parallel for
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int rest = res.x * res.y;
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for (int i = 0; i < rest; i++) {
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int x = i % res.x;
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int y = i / res.x;
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float aspect = static_cast<float>(res.x) / res.y;
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float tanHalfFOV = tan(cam.fov * 0.5f);
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// Convert to normalized device coordinates [-1, 1]
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float ndcX = (2.0f * (x + 0.5f) / res.x - 1.0f) * aspect * tanHalfFOV;
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float ndcY = (1.0f - 2.0f * (y + 0.5f) / res.y) * tanHalfFOV;
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Vec3f rayDirCameraSpace = Vec3f(ndcX, ndcY, -1.0f).normalized();
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// Transform to world space
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Vec3f forward = cam.forward();
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Vec3f right = cam.right();
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Vec3f up = cam.up;
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// Camera-to-world rotation matrix
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Mat3f cameraToWorld(
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right.x, up.x, -forward.x,
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right.y, up.y, -forward.y,
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right.z, up.z, -forward.z
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);
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// Compute ray direction once
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dirs[i] = (cameraToWorld * rayDirCameraSpace).normalized();
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}
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return dirs;
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}
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void rebuildChunks() {
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chunks.clear();
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activeChunks.clear();
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// Pre-allocate chunks
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Vec3i chunkGridSize = (gridSize + CHUNK_THRESHOLD - 1) / CHUNK_THRESHOLD;
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Vec3i maxChunkPos = chunkGridSize - 1;
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Vec3i totalChunks = (gridSize / CHUNK_THRESHOLD);
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chunks.resize(totalChunks.x * totalChunks.y * totalChunks.z);
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activeChunks.resize(totalChunks.x * totalChunks.y * totalChunks.z, false);
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for (int z = 0; z < gridSize.z; ++z) {
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//if z mod 16 then make a new chunk
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for (int y = 0; y < gridSize.y; ++y) {
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//if y mod 16, then make a new chunk
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for (int x = 0; x < gridSize.x; ++x) {
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//if x mod 16 then make a new chunk
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Vec3i pos(x,y,z);
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Vec3i chunkPos = getChunkCoord(pos);
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size_t idx = getIdx(pos);
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size_t chunkidx = chunkMortonIndex(chunkPos);
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if (chunkidx >= chunks.size()) {
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chunks.resize(chunkidx + 1);
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activeChunks.resize(chunkidx + 1, false);
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}
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// Initialize chunk if it's empty/uninitialized
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if (chunks[chunkidx].chunkSize == 0) {
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|
chunks[chunkidx] = Chunk(chunkPos * CHUNK_THRESHOLD, CHUNK_THRESHOLD, 0);
|
|
}
|
|
|
|
if (activeVoxels[idx]) {
|
|
chunks[chunkidx].setVoxel(pos, voxels[idx], idx);
|
|
activeChunks[chunkidx] = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
removeInactiveChunks();
|
|
}
|
|
|
|
// Get chunk at position
|
|
const Chunk* getChunk(const Vec3i& worldPos) const {
|
|
Vec3i chunkCoord = getChunkCoord(worldPos);
|
|
size_t chunkIdx = chunkMortonIndex(chunkCoord);
|
|
if (chunkIdx < chunks.size()) {
|
|
return &chunks[chunkIdx];
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
// Get all active chunks
|
|
std::vector<const Chunk*> getActiveChunks() const {
|
|
std::vector<const Chunk*> result;
|
|
result.reserve(activeChunks.size());
|
|
for (size_t i = 0; i < chunks.size(); ++i) {
|
|
if (i < activeChunks.size() && activeChunks[i]) {
|
|
result.push_back(&chunks[i]);
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
// Get chunk count
|
|
size_t getChunkCount() const {
|
|
return chunks.size();
|
|
}
|
|
|
|
// Clear all chunks (call after major changes)
|
|
void clearChunks() {
|
|
chunks.clear();
|
|
activeChunks.clear();
|
|
}
|
|
|
|
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);
|
|
activeVoxels.resize(w * h * d, false);
|
|
rebuildChunks();
|
|
}
|
|
|
|
bool serializeToFile(const std::string& filename);
|
|
|
|
static std::unique_ptr<VoxelGrid> deserializeFromFile(const std::string& filename);
|
|
|
|
Voxel& get(int x, int y, int z) {
|
|
return voxels[getIdx(x,y,z)];
|
|
}
|
|
|
|
const Voxel& get(int x, int y, int z) const {
|
|
return voxels[getIdx(x,y,z)];
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
bool isActive(int x, int y, int z) const {
|
|
return activeVoxels[getIdx(x,y,z)];
|
|
}
|
|
|
|
bool isActive(const Vec3i& xyz) const {
|
|
return isActive(xyz.x, xyz.y, xyz.z);
|
|
}
|
|
|
|
bool isActive(size_t index) const {
|
|
return activeVoxels[index];
|
|
}
|
|
|
|
void resize(int newW, int newH, int newD) {
|
|
size_t newSize = newW * newH * newD;
|
|
std::vector<Voxel> newVoxels(newSize);
|
|
std::vector<bool> newActiveVoxels(newSize, false);
|
|
|
|
int copyW = std::min(static_cast<int>(gridSize.x), newW);
|
|
int copyH = std::min(static_cast<int>(gridSize.y), newH);
|
|
int copyD = std::min(static_cast<int>(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
|
|
);
|
|
|
|
std::copy(
|
|
activeVoxels.begin() + oldRowStart,
|
|
activeVoxels.begin() + oldRowStart + copyW,
|
|
newActiveVoxels.begin() + newRowStart
|
|
);
|
|
}
|
|
}
|
|
voxels = std::move(newVoxels);
|
|
activeVoxels = std::move(newActiveVoxels);
|
|
gridSize = Vec3i(newW, newH, newD);
|
|
xyPlane = gridSize.x * gridSize.y;
|
|
|
|
// Rebuild chunks after resize
|
|
rebuildChunks();
|
|
}
|
|
|
|
void resize(Vec3i newsize) {
|
|
resize(newsize.x, newsize.y, newsize.z);
|
|
}
|
|
|
|
void set(int x, int y, int z, bool active, Vec3ui8 color, float alpha = 1) {
|
|
set(Vec3i(x,y,z), active, color, alpha);
|
|
}
|
|
|
|
void set(Vec3i pos, bool active, Vec3ui8 color, float alpha = 1.f) {
|
|
if (pos.AllGTE(0)) {
|
|
if (pos.AnyGTE(gridSize)) {
|
|
resize(gridSize.max(pos));
|
|
}
|
|
|
|
size_t idx = getIdx(pos.x, pos.y, pos.z);
|
|
Voxel& v = voxels[idx];
|
|
v.active = active;
|
|
v.color = color;
|
|
v.alpha = alpha;
|
|
activeVoxels[idx] = active;
|
|
updateChunkStatus(pos, active);
|
|
}
|
|
}
|
|
|
|
void setBatch(const std::vector<Vec3i>& positions, bool active, Vec3ui8 color, float alpha = 1.0f) {
|
|
// First, ensure grid is large enough
|
|
Vec3i maxPos(0,0,0);
|
|
for (const auto& pos : positions) {
|
|
maxPos = maxPos.max(pos);
|
|
}
|
|
|
|
if (maxPos.AnyGTE(gridSize)) {
|
|
resize(maxPos);
|
|
}
|
|
|
|
// Set all positions
|
|
for (const auto& pos : positions) {
|
|
size_t idx = getIdx(pos.x, pos.y, pos.z);
|
|
Voxel& v = voxels[idx];
|
|
v.active = active;
|
|
v.color = color;
|
|
v.alpha = alpha;
|
|
activeVoxels[idx] = active;
|
|
}
|
|
rebuildChunks();
|
|
}
|
|
|
|
bool inGrid(Vec3i voxl) const {
|
|
return voxl.AllGTE(0) && voxl.AllLT(gridSize);
|
|
}
|
|
|
|
void voxelTraverse(const Vec3f& origin, const Vec3f& end, Voxel& outVoxel, int maxDist = 10000000) const {
|
|
Vec3i cv = origin.floorToI();
|
|
Vec3i lv = end.floorToI();
|
|
Vec3f ray = end - origin;
|
|
Vec3<int8_t> step = Vec3<int8_t>(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
|
|
Vec3f tDelta = Vec3f(ray.x != 0 ? std::abs(1.0f / ray.x) : INF,
|
|
ray.y != 0 ? std::abs(1.0f / ray.y) : INF,
|
|
ray.z != 0 ? std::abs(1.0f / ray.z) : INF);
|
|
|
|
Vec3f tMax;
|
|
if (ray.x > 0) {
|
|
tMax.x = (std::floor(origin.x) + 1.0f - origin.x) / ray.x;
|
|
} else if (ray.x < 0) {
|
|
tMax.x = (origin.x - std::floor(origin.x)) / -ray.x;
|
|
} else tMax.x = INF;
|
|
|
|
if (ray.y > 0) {
|
|
tMax.y = (std::floor(origin.y) + 1.0f - origin.y) / ray.y;
|
|
} else if (ray.y < 0) {
|
|
tMax.y = (origin.y - std::floor(origin.y)) / -ray.y;
|
|
} else tMax.y = INF;
|
|
|
|
if (ray.z > 0) {
|
|
tMax.z = (std::floor(origin.z) + 1.0f - origin.z) / ray.z;
|
|
} else if (ray.z < 0) {
|
|
tMax.z = (origin.z - std::floor(origin.z)) / -ray.z;
|
|
} else tMax.z = INF;
|
|
|
|
std::vector<size_t> activeIndices;
|
|
activeIndices.reserve(16);
|
|
int dist = 0;
|
|
|
|
while (cv != lv && inGrid(cv) && activeIndices.size() < 16 && dist < maxDist) {
|
|
dist += 1;
|
|
Vec3i chunkCoord = getChunkCoord(cv);
|
|
size_t chunkIDX = chunkMortonIndex(chunkCoord);
|
|
if (!activeChunks[chunkIDX]) {
|
|
float tEntry, tExit;
|
|
// Calculate where the ray exits this empty chunk
|
|
if (chunks[chunkIDX].rayBypass(origin, ray, tEntry, tExit)) {
|
|
|
|
float nextT = tExit + 0.0001f;
|
|
|
|
// Calculate new position just outside the chunk
|
|
Vec3f nextPos = origin + (ray * nextT);
|
|
cv = nextPos.floorToI();
|
|
|
|
// Re-calculate tMax for the DDA from this new position
|
|
if (ray.x > 0) tMax.x = ((std::floor(nextPos.x) + 1.0f - nextPos.x) / ray.x) + nextT;
|
|
else if (ray.x < 0) tMax.x = ((nextPos.x - std::floor(nextPos.x)) / -ray.x) + nextT;
|
|
else tMax.x = INF;
|
|
|
|
// if (ray.x != 0) tMax.x += nextT; // Adjust absolute T
|
|
|
|
if (ray.y > 0) tMax.y = ((std::floor(nextPos.y) + 1.0f - nextPos.y) / ray.y) + nextT;
|
|
else if (ray.y < 0) tMax.y = ((nextPos.y - std::floor(nextPos.y)) / -ray.y) + nextT;
|
|
else tMax.y = INF;
|
|
|
|
// if (ray.y != 0) tMax.y += nextT;
|
|
|
|
if (ray.z > 0) tMax.z = ((std::floor(nextPos.z) + 1.0f - nextPos.z) / ray.z) + nextT;
|
|
else if (ray.z < 0) tMax.z = ((nextPos.z - std::floor(nextPos.z)) / -ray.z) + nextT;
|
|
else tMax.z = INF;
|
|
|
|
// if (ray.z != 0) tMax.z += nextT;
|
|
|
|
}
|
|
continue;
|
|
}
|
|
size_t idx = getIdx(cv.x, cv.y, cv.z);
|
|
if (voxels[idx].active) {
|
|
activeIndices.push_back(idx);
|
|
}
|
|
|
|
int axis = (tMax.x < tMax.y) ?
|
|
((tMax.x < tMax.z) ? 0 : 2) :
|
|
((tMax.y < tMax.z) ? 1 : 2);
|
|
|
|
switch(axis) {
|
|
case 0:
|
|
tMax.x += tDelta.x;
|
|
cv.x += step.x;
|
|
break;
|
|
case 1:
|
|
tMax.y += tDelta.y;
|
|
cv.y += step.y;
|
|
break;
|
|
case 2:
|
|
tMax.z += tDelta.z;
|
|
cv.z += step.z;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Second pass: process only active voxels
|
|
outVoxel.alpha = 0.0f;
|
|
outVoxel.active = !activeIndices.empty();
|
|
|
|
for (size_t idx : activeIndices) {
|
|
if (outVoxel.alpha >= 1.0f) break;
|
|
|
|
const Voxel& curVoxel = voxels[idx];
|
|
float remainingOpacity = 1.0f - outVoxel.alpha;
|
|
float contribution = curVoxel.alpha * remainingOpacity;
|
|
|
|
if (outVoxel.alpha < EPSILON) {
|
|
outVoxel.color = curVoxel.color;
|
|
} else {
|
|
outVoxel.color = outVoxel.color + (curVoxel.color * remainingOpacity);
|
|
}
|
|
outVoxel.alpha += contribution;
|
|
}
|
|
}
|
|
|
|
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;
|
|
float maxDist = std::sqrt(gridSize.lengthSquared());
|
|
Vec3f gridMin(0, 0, 0);
|
|
|
|
frame outFrame(resolution.x, resolution.y, colorformat);
|
|
std::vector<uint8_t> colorBuffer;
|
|
int channels;
|
|
if (colorformat == frame::colormap::RGB) {
|
|
channels = 3;
|
|
} else {
|
|
channels = 4;
|
|
}
|
|
colorBuffer.resize(resolution.x * resolution.y * channels);
|
|
std::vector<Vec3f> dirs = precomputeRayDirs(cam, resolution);
|
|
int rest = resolution.x * resolution.y;
|
|
|
|
#pragma omp parallel for
|
|
for (int idx = 0; idx < rest; idx++) {
|
|
int x = idx % resolution.x;
|
|
int y = idx / resolution.x;
|
|
int resy = y * resolution.x;
|
|
Voxel outVoxel(0, false, 0.f, Vec3ui8(10, 10, 255));
|
|
Vec3f rayDirWorld = dirs[idx];
|
|
float tNear = 0.0f;
|
|
float tFar = maxDist;
|
|
bool hit = intersectRayAABB(cam.posfor.origin, rayDirWorld, gridMin, gridSize, tNear, tFar);
|
|
if (!hit) {
|
|
Vec3ui8 hitColor = outVoxel.color;
|
|
|
|
// Set pixel color in buffer
|
|
switch (colorformat) {
|
|
case frame::colormap::BGRA: {
|
|
int idx = (resy + 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 = (resy + x) * 3;
|
|
colorBuffer[idx] = hitColor.x;
|
|
colorBuffer[idx + 1] = hitColor.y;
|
|
colorBuffer[idx + 2] = hitColor.z;
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
Vec3f rayStartGrid = cam.posfor.origin;
|
|
Vec3f rayEnd = rayStartGrid + rayDirWorld * tFar;
|
|
Vec3f ray = rayEnd - rayStartGrid;
|
|
rayStartGrid = rayStartGrid + (rayDirWorld * tNear) + 0.0001f;
|
|
|
|
voxelTraverse(rayStartGrid, rayEnd, outVoxel);
|
|
Vec3ui8 hitColor = outVoxel.color;
|
|
// Set pixel color in buffer
|
|
switch (colorformat) {
|
|
case frame::colormap::BGRA: {
|
|
int idx = (resy + 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 = (resy + x) * 3;
|
|
colorBuffer[idx] = hitColor.x;
|
|
colorBuffer[idx + 1] = hitColor.y;
|
|
colorBuffer[idx + 2] = hitColor.z;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
outFrame.setData(colorBuffer);
|
|
return outFrame;
|
|
}
|
|
|
|
void updateChunkRepresentations() {
|
|
for(size_t i = 0; i < chunks.size(); ++i) {
|
|
if (activeChunks.size() > i && activeChunks[i] && chunks[i].chunkSize > 0) {
|
|
int vol = chunks[i].chunkSize * chunks[i].chunkSize * chunks[i].chunkSize;
|
|
std::vector<Voxel> localVoxels;
|
|
localVoxels.resize(vol);
|
|
|
|
// Copy relevant voxels from the global grid to the temporary local vector
|
|
for(int j = 0; j < vol; ++j) {
|
|
// Safety check: chunk's voxel index exists in global grid
|
|
if(j < chunks[i].voxelIndices.size()) {
|
|
size_t globalIdx = chunks[i].voxelIndices[j];
|
|
if(globalIdx < voxels.size()) {
|
|
localVoxels[j] = voxels[globalIdx];
|
|
}
|
|
}
|
|
}
|
|
|
|
chunks[i].buildReprVoxel(localVoxels);
|
|
}
|
|
}
|
|
}
|
|
|
|
void printStats() const {
|
|
int totalVoxels = gridSize.x * gridSize.y * gridSize.z;
|
|
int activeVoxelsCount = 0;
|
|
|
|
// Count active voxels using activeVoxels array
|
|
for (bool isActive : activeVoxels) {
|
|
if (isActive) {
|
|
activeVoxelsCount++;
|
|
}
|
|
}
|
|
|
|
float activePercentage = (totalVoxels > 0) ?
|
|
(static_cast<float>(activeVoxelsCount) / static_cast<float>(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: " << activeVoxelsCount << std::endl;
|
|
std::cout << "Inactive voxels: " << (totalVoxels - activeVoxelsCount) << std::endl;
|
|
std::cout << "Active percentage: " << activePercentage << "%" << std::endl;
|
|
std::cout << "Number of chunks: " << chunks.size() << std::endl;
|
|
std::cout << "Active chunks: " << activeChunks.size() << std::endl;
|
|
std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel) + activeVoxels.size() * sizeof(bool)) / 1024 << " KB" << std::endl;
|
|
std::cout << "============================" << std::endl;
|
|
}
|
|
|
|
std::vector<frame> genSlices(frame::colormap colorFormat = frame::colormap::RGB) const {
|
|
//TIME_FUNCTION;
|
|
int colors;
|
|
std::vector<frame> 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;
|
|
}
|
|
}
|
|
int 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<uint8_t> 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;
|
|
bool isActive = activeVoxels[vidx];
|
|
Voxel cv = voxels[vidx];
|
|
Vec3ui8 cvColor;
|
|
float cvAlpha;
|
|
if (isActive) {
|
|
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<uint8_t>((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 |