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stupidsimcpp/util/grid/grid3.hpp

507 lines
18 KiB
C++

#ifndef GRID3_HPP
#define GRID3_HPP
#include <unordered_map>
#include <fstream>
#include <cstring>
#include <memory>
#include <array>
#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 "../vecmat/mat3.hpp"
#include <vector>
#include <algorithm>
#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<const float&, const bool&, const float&, const Vec3ui8&> {
return std::tie(weight, active, alpha, color);
}
auto members() -> std::tuple<float&, bool&, float&, Vec3ui8&> {
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 Chunk {
Voxel reprVoxel; //average of all voxels in chunk for LOD rendering
//std::vector<Voxel> voxels; //list of all voxels in chunk.
std::vector<Chunk> 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<Voxel> voxels;
std::unordered_map<Vec3i, Chunk, Vec3i::Hash> chunkList;
std::unordered_map<Vec3i, bool, Vec3i::Hash> activeChunks;
float radians(float rads) {
return rads * (M_PI / 180);
}
Vec3i getChunkCoord(const Vec3i& voxelPos) const {
return voxelPos / CHUNK_THRESHOLD;
}
void updateChunkStatus(const Vec3i& pos, bool isActive) {
Vec3i chunkCoord = getChunkCoord(pos);
if (isActive) {
chunkList[chunkCoord].active = true;
activeChunks[chunkCoord] = true;
}
}
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<VoxelGrid> 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<Voxel> newVoxels(newW * newH * newD);
std::unordered_map<Vec3i, Chunk, Vec3i::Hash> chunklist;
std::unordered_map<Vec3i, bool, Vec3i::Hash> newActiveChunks;
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
);
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, 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));
}
Voxel& v = get(pos);
v.active = active;
v.color = color;
v.alpha = alpha;
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) {
Voxel& v = get(pos);
v.active = active;
v.color = color;
v.alpha = alpha;
updateChunkStatus(pos, active);
}
}
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;
Vec3i step = end.mask([](float v, float zero) { return v >= zero; }, 0.0f) * 2 - Vec3i(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;
float dist = 0.0f;
outVoxel.alpha = 0.0;
while (lv != cv && dist < 1.f && inGrid(cv) && outVoxel.alpha < 1.f) {
const Voxel& curv = get(cv);
if (curv.active) {
outVoxel.active = true;
float remainingOpacity = 1.f - outVoxel.alpha;
float contribution = curv.alpha * remainingOpacity;
//Vec3f curC = curv.color.toFloat();
if (outVoxel.alpha < EPSILON) {
outVoxel.color = curv.color;
} else {
outVoxel.color = outVoxel.color + (curv.color * remainingOpacity);
}
outVoxel.alpha += contribution;
}
// Step Logic
if (tMax.x < tMax.y) {
if (tMax.x < tMax.z) {
dist = tMax.x;
cv.x += step.x;
tMax.x += tDelta.x;
} else {
dist = tMax.z;
cv.z += step.z;
tMax.z += tDelta.z;
}
} else {
if (tMax.y < tMax.z) {
dist = tMax.y;
cv.y += step.y;
tMax.y += tDelta.y;
} else {
dist = tMax.z;
cv.z += step.z;
tMax.z += tDelta.z;
}
}
}
//outVoxel.color = newC
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 up = cam.up;
float aspect = resolution.aspect();
float fovRad = cam.fovRad();
float viewH = tan(cam.fov * 0.5f);
float viewW = viewH * aspect;
float maxDist = std::sqrt(gridSize.lengthSquared());
frame outFrame(resolution.x, resolution.y, colorformat);
std::vector<uint8_t> colorBuffer;
if (colorformat == frame::colormap::RGB) {
colorBuffer.resize(resolution.x * resolution.y * 3);
} else {
colorBuffer.resize(resolution.x * resolution.y * 4);
}
#pragma omp parallel for
for (int y = 0; y < resolution.y; y++) {
float v = (1.f - 2.f * (y+0.5f) / resolution.y) * viewH;
Vec3f vup = up * v;
for (int x = 0; x < resolution.x; x++) {
Voxel outVoxel(0, false, 0.f, Vec3ui8(10, 10, 255));
float u = (2.f * (x+0.5f)/resolution.x - 1.f) * viewW;
Vec3f rayDirWorld = (forward + right * u + vup).normalized();
Vec3f rayStartGrid = cam.posfor.origin;
Vec3f rayEnd = rayStartGrid + rayDirWorld * maxDist;
voxelTraverse(rayStartGrid, rayEnd, outVoxel, maxDist);
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] = 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<float>(activeVoxels) / 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: " << 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;
}
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;
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<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