731 lines
27 KiB
C++
731 lines
27 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 <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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Mat4f lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up) {
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Vec3f const f = (center - eye).normalized();
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Vec3f const s = f.cross(up).normalized();
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Vec3f const u = s.cross(f);
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Mat4f Result = Mat4f::identity();
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Result(0, 0) = s.x;
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Result(1, 0) = s.y;
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Result(2, 0) = s.z;
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Result(3, 0) = -s.dot(eye);
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Result(0, 1) = u.x;
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Result(1, 1) = u.y;
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Result(2, 1) = u.z;
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Result(3, 1) = -u.dot(eye);
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Result(0, 2) = -f.x;
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Result(1, 2) = -f.y;
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Result(2, 2) = -f.z;
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Result(3, 2) = f.dot(eye);
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return Result;
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}
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Mat4f perspective(float fovy, float aspect, float zNear, float zfar) {
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float const tanhalfF = tan(fovy / 2);
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Mat4f Result = 0;
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Result(0,0) = 1 / (aspect * tanhalfF);
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Result(1,1) = 1 / tanhalfF;
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Result(2,2) = zfar / (zNear - zfar);
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Result(2,3) = -1;
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Result(3,2) = -(zfar * zNear) / (zfar - zNear);
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return Result;
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}
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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 Camera {
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Ray3f posfor;
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Vec3f up;
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float fov;
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Camera(Vec3f pos, Vec3f viewdir, Vec3f up, float fov = 80) : posfor(Ray3f(pos, viewdir)), up(up), fov(fov) {}
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void rotateYaw(float angle) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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Vec3f right = posfor.direction.cross(up).normalized();
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posfor.direction = posfor.direction * cosA + right * sinA;
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posfor.direction = posfor.direction.normalized();
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}
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void rotatePitch(float angle) {
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float cosA = cos(angle);
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float sinA = sin(angle);
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Vec3f right = posfor.direction.cross(up).normalized();
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posfor.direction = posfor.direction * cosA + up * sinA;
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posfor.direction = posfor.direction.normalized();
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up = right.cross(posfor.direction).normalized();
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}
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Vec3f forward() const {
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return (posfor.direction - posfor.origin).normalized();
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}
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Vec3f right() const {
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return forward().cross(up).normalized();
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}
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float fovRad() const {
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return fov * (M_PI / 180);
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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<Chunk> children; //list of all chunks in chunk
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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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int depth; //number of parent/child traversals to get here.
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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::unordered_map<Vec3i, Chunk, Vec3i::Hash> chunkList;
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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 / CHUNK_THRESHOLD;
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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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if (isActive) {
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chunkList[chunkCoord].active = true;
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}
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}
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size_t mortonEncode1(int x,int y, int z) const {
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//TIME_FUNCTION;
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size_t result = 0;
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for (int i = 0; i < 21; i++) {
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result |= ((x & (1 << i)) << (2 * i)) |
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((y & (1 << i)) << (2 * i + 1)) |
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((z & (1 << i)) << (2 * i + 2));
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}
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return result;
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}
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size_t mortonEncode2(int x,int y, int z) const {
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//TIME_FUNCTION;
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size_t result = 0;
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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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return result;
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}
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size_t mortonEncode3(int x,int y, int z) const {
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//TIME_FUNCTION;
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size_t result = 0;
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uint64_t xx = x & 0x1FFFFF; // 21 bits: 2,097,152 values
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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 optimized shifts and masks
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xx = (xx * 0x100000) & 0xFFC00000000;
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xx = (xx * 0x40000) & 0x30000FF0000FF;
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xx = (xx * 0x100) & 0x300F00F00F00F00F;
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xx = (xx * 0x10) & 0xC30C30C30C30C30C3;
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xx = (xx * 0x4) & 0x49249249249249249;
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yy = (yy * 0x100000) & 0xFFC00000000;
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yy = (yy * 0x40000) & 0x30000FF0000FF;
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yy = (yy * 0x100) & 0x300F00F00F00F00F;
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yy = (yy * 0x10) & 0xC30C30C30C30C30C3;
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yy = (yy * 0x4) & 0x49249249249249249;
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zz = (zz * 0x100000) & 0xFFC00000000;
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zz = (zz * 0x40000) & 0x30000FF0000FF;
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zz = (zz * 0x100) & 0x300F00F00F00F00F;
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zz = (zz * 0x10) & 0xC30C30C30C30C30C3;
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zz = (zz * 0x4) & 0x49249249249249249;
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result = xx | (yy << 1) | (zz << 2);
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return result;
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}
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size_t mortonEncode4(int x,int y, int z) const {
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//TIME_FUNCTION;
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size_t result = 0;
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auto spread21 = [](uint64_t n) -> uint64_t {
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n &= 0x1FFFFF; // Keep only 21 bits
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n = (n | (n << 32)) & 0x1F00000000FFFF;
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n = (n | (n << 16)) & 0x1F0000FF0000FF;
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n = (n | (n << 8)) & 0x100F00F00F00F00F;
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n = (n | (n << 4)) & 0x10C30C30C30C30C3;
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n = (n | (n << 2)) & 0x1249249249249249;
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return n;
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};
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result = spread21(x) | (spread21(y) << 1) | (spread21(z) << 2);
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return result;
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}
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size_t mortonEncode5(int x,int y, int z) const {
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//TIME_FUNCTION;
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size_t result = 0;
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uint64_t xx = x & 0x1FFFFF;
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uint64_t yy = y & 0x1FFFFF;
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uint64_t zz = z & 0x1FFFFF;
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#ifdef __BMI2__
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// Use PDEP instruction if available (Intel/AMD CPUs with BMI2)
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uint64_t spread_x = _pdep_u64(xx, 0x9249249249249249);
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uint64_t spread_y = _pdep_u64(yy, 0x9249249249249249);
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uint64_t spread_z = _pdep_u64(zz, 0x9249249249249249);
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return spread_x | (spread_y << 1) | (spread_z << 2);
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#else
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// Fallback to manual bit spreading
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auto spread = [](uint64_t n) -> uint64_t {
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n = (n | (n << 32)) & 0x1F00000000FFFF;
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n = (n | (n << 16)) & 0x1F0000FF0000FF;
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n = (n | (n << 8)) & 0x100F00F00F00F00F;
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n = (n | (n << 4)) & 0x10C30C30C30C30C3;
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n = (n | (n << 2)) & 0x1249249249249249;
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return n;
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};
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return spread(xx) | (spread(yy) << 1) | (spread(zz) << 2);
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#endif
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return result;
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}
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size_t mortonEncodefallback(int x,int y, int z) const {
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TIME_FUNCTION;
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size_t result = 0;
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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 mortonEncode(int x, int y, int z) const {
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size_t result = 0;
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// Total (s) Avg (s) Min (s) Median (s) P99 (s) P99.9 (s) Max (s)
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//result = mortonEncode1(x,y,z); // (5) 119.849897 23.969979 23.405616 23.535808 25.063036 25.063036 25.063036
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result = mortonEncode2(x,y,z); // (5) 51.146427 10.229285 9.930608 10.030483 11.166704 11.166704 11.166704
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//result = mortonEncode3(x,y,z); broken
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//result = mortonEncode4(x,y,z); // (5) 55.926195 11.185239 10.567710 10.856774 12.258461 12.258461 12.258461
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//result = mortonEncode5(x,y,z); // (5) 53.964580 10.792916 10.475732 10.680918 11.422500 11.422500 11.422500
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//result = mortonEncodefallback(x,y,z);
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//alternative:
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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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// Slab method for AABB intersection
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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(1.0f / dir.x, 1.0f / dir.y, 1.0f / dir.z);
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float t1 = (boxMin.x - origin.x) * invDir.x;
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float t2 = (boxMax.x - origin.x) * invDir.x;
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float tMin = std::min(t1, t2);
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float tMax = std::max(t1, t2);
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t1 = (boxMin.y - origin.y) * invDir.y;
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t2 = (boxMax.y - origin.y) * invDir.y;
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tMin = std::max(tMin, std::min(t1, t2));
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tMax = std::min(tMax, std::max(t1, t2));
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t1 = (boxMin.z - origin.z) * invDir.z;
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t2 = (boxMax.z - origin.z) * invDir.z;
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tMin = std::max(tMin, std::min(t1, t2));
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tMax = std::min(tMax, std::max(t1, t2));
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tNear = tMin;
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tFar = tMax;
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return tMax >= tMin && tMax >= 0.0f;
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}
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public:
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VoxelGrid() : gridSize(0,0,0) {
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std::cout << "creating empty grid." << std::endl;
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}
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VoxelGrid(int w, int h, int d) : gridSize(w,h,d) {
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voxels.resize(w * h * d);
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}
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bool serializeToFile(const std::string& filename);
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static std::unique_ptr<VoxelGrid> deserializeFromFile(const std::string& filename);
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Voxel& get(int x, int y, int z) {
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return voxels[mortonEncode(x,y,z)];
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}
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const Voxel& get(int x, int y, int z) const {
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return voxels[mortonEncode(x,y,z)];
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}
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Voxel& get(const Vec3i& xyz) {
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return get(xyz.x, xyz.y, xyz.z);
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}
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const Voxel& get(const Vec3i& xyz) const {
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return get(xyz.x, xyz.y, xyz.z);
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}
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void resize(int newW, int newH, int newD) {
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std::vector<Voxel> newVoxels(newW * newH * newD);
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std::unordered_map<Vec3i, Chunk, Vec3i::Hash> chunklist;
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int copyW = std::min(static_cast<int>(gridSize.x), newW);
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int copyH = std::min(static_cast<int>(gridSize.y), newH);
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int copyD = std::min(static_cast<int>(gridSize.z), newD);
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for (int z = 0; z < copyD; ++z) {
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for (int y = 0; y < copyH; ++y) {
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int oldRowStart = z * gridSize.x * gridSize.y + y * gridSize.x;
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int newRowStart = z * newW * newH + y * newW;
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std::copy(
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voxels.begin() + oldRowStart,
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voxels.begin() + oldRowStart + copyW,
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newVoxels.begin() + newRowStart
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);
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for (int x = 0; x < copyW; ++x) {
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if (voxels[oldRowStart + x].active) {
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Vec3i cc(x / CHUNK_THRESHOLD, y / CHUNK_THRESHOLD, z / CHUNK_THRESHOLD);
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}
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}
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}
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}
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voxels = std::move(newVoxels);
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gridSize = Vec3i(newW, newH, newD);
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xyPlane = gridSize.x * gridSize.y;
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}
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void resize(Vec3i newsize) {
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resize(newsize.x, newsize.y, newsize.z);
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}
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void set(int x, int y, int z, bool active, Vec3ui8 color, float alpha = 1) {
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set(Vec3i(x,y,z), active, color, alpha);
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}
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void set(Vec3i pos, bool active, Vec3ui8 color, float alpha = 1.f) {
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if (pos.AllGTE(0)) {
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if (pos.AnyGTE(gridSize)) {
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resize(gridSize.max(pos));
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}
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Voxel& v = get(pos);
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v.active = active;
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v.color = color;
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v.alpha = alpha;
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updateChunkStatus(pos, active);
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}
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}
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void setBatch(const std::vector<Vec3i>& positions, bool active, Vec3ui8 color, float alpha = 1.0f) {
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// First, ensure grid is large enough
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Vec3i maxPos(0,0,0);
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for (const auto& pos : positions) {
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maxPos = maxPos.max(pos);
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}
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if (maxPos.AnyGTE(gridSize)) {
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resize(maxPos);
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}
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// Set all positions
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for (const auto& pos : positions) {
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Voxel& v = get(pos);
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v.active = active;
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v.color = color;
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v.alpha = alpha;
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updateChunkStatus(pos, active);
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}
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}
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bool inGrid(Vec3i voxl) const {
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return voxl.AllGTE(0) && voxl.AllLT(gridSize);
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}
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void voxelTraverse(const Vec3f& origin, const Vec3f& end, Voxel& outVoxel, Vec3i& step, int maxDist = 10000000) const {
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Vec3i cv = origin.floorToI();
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Vec3i lv = end.floorToI();
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Vec3f ray = end - origin;
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step = Vec3i(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
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Vec3f tDelta = Vec3f(ray.x != 0 ? std::abs(1.0f / ray.x) : INF,
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ray.y != 0 ? std::abs(1.0f / ray.y) : INF,
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ray.z != 0 ? std::abs(1.0f / ray.z) : INF);
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Vec3f tMax;
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if (ray.x > 0) {
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tMax.x = (std::floor(origin.x) + 1.0f - origin.x) / ray.x;
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} else if (ray.x < 0) {
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tMax.x = (origin.x - std::floor(origin.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(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 && 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
|
|
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;
|
|
}
|
|
}
|
|
//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 viewH = tan(cam.fov * 0.5f);
|
|
float viewW = viewH * aspect;
|
|
float maxDist = std::sqrt(gridSize.lengthSquared());
|
|
Vec3i step;
|
|
|
|
// Defines the bounds of the grid for AABB checking
|
|
Vec3f gridMin(0, 0, 0);
|
|
std::array<Vec3i, 8> precomputedSteps;
|
|
int baseQuadrant = 0;
|
|
|
|
baseQuadrant = forward.calculateInvOctantMask();
|
|
|
|
precomputedSteps[0] = Vec3i(1, 1, 1); // +++
|
|
precomputedSteps[1] = Vec3i(-1, 1, 1); // -++
|
|
precomputedSteps[2] = Vec3i(1, -1, 1); // +-+
|
|
precomputedSteps[3] = Vec3i(-1, -1, 1); // --+
|
|
precomputedSteps[4] = Vec3i(1, 1, -1); // ++-
|
|
precomputedSteps[5] = Vec3i(-1, 1, -1); // -+-
|
|
precomputedSteps[6] = Vec3i(1, -1, -1); // +--
|
|
precomputedSteps[7] = Vec3i(-1, -1, -1);// ---
|
|
std::array<Vec3f, 8> precomputedTMax;
|
|
|
|
// Vec3f floored = cam.posfor.origin.floor();
|
|
// Vec3f dNext = floored + 1.f - cam.posfor.origin;
|
|
// Vec3f dPrev = cam.posfor.origin - floored;
|
|
|
|
// precomputedTMax[0] = Vec3f(dNext.x, dNext.y, dNext.z);
|
|
// precomputedTMax[1] = Vec3f(dPrev.x, dNext.y, dNext.z);
|
|
// precomputedTMax[2] = Vec3f(dNext.x, dPrev.y, dNext.z);
|
|
// precomputedTMax[3] = Vec3f(dPrev.x, dPrev.y, dNext.z);
|
|
// precomputedTMax[4] = Vec3f(dNext.x, dNext.y, dPrev.z);
|
|
// precomputedTMax[5] = Vec3f(dPrev.x, dNext.y, dPrev.z);
|
|
// precomputedTMax[6] = Vec3f(dNext.x, dPrev.y, dPrev.z);
|
|
// precomputedTMax[7] = Vec3f(dPrev.x, dPrev.y, dPrev.z);
|
|
|
|
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;
|
|
int yQuad = baseQuadrant;
|
|
if (v < 0) yQuad ^= 2;
|
|
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();
|
|
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 = (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;
|
|
}
|
|
}
|
|
continue;
|
|
}
|
|
|
|
Vec3f rayStartGrid = cam.posfor.origin; // + rayDirWorld * tNear;
|
|
Vec3f rayEnd = rayStartGrid + rayDirWorld * tFar;
|
|
int xQuad = yQuad;
|
|
if (u < 0) xQuad ^= 1;
|
|
step = precomputedSteps[xQuad];
|
|
//Vec3f tMaxBase = precomputedTMax[xQuad];
|
|
Vec3f ray = rayEnd - rayStartGrid;
|
|
// Vec3f tMax(
|
|
// ray.x != 0 ? tMaxBase.x / std::abs(ray.x) : INF,
|
|
// ray.y != 0 ? tMaxBase.y / std::abs(ray.y) : INF,
|
|
// ray.z != 0 ? tMaxBase.z / std::abs(ray.z) : INF
|
|
// );
|
|
|
|
voxelTraverse(rayStartGrid, rayEnd, outVoxel, step, 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 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
|