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stupidsimcpp/util/grid/grid3.hpp
Yggdrasil75 7c569afd46 better
2026-01-06 14:58:20 -05:00

472 lines
17 KiB
C++

#ifndef GRID3_HPP
#define GRID3_HPP
#include <unordered_map>
#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 <vector>
#include <algorithm>
#include "../basicdefines.hpp"
struct Voxel {
//float active;
bool active;
//Vec3f position;
Vec3ui8 color;
};
struct Camera {
Ray3f posfor;
Vec3f up;
float fov;
Camera(Vec3f pos, Vec3f viewdir, Vec3f up, float fov = 80) : posfor(Ray3f(pos, viewdir)), up(up), fov(fov) {}
};
class VoxelGrid {
private:
Vec3T gridSize;
//size_t width, height, depth;
std::vector<Voxel> voxels;
float radians(float rads) {
return rads * (M_PI / 180);
}
static Mat4f lookAt(const Vec3f& eye, const Vec3f& center, const Vec3f& up) {
Vec3f const f = (center - eye).normalized();
Vec3f const s = f.cross(up).normalized();
Vec3f const u = s.cross(f);
Mat4f Result = Mat4f::identity();
Result(0, 0) = s.x;
Result(1, 0) = s.y;
Result(2, 0) = s.z;
Result(3, 0) = -s.dot(eye);
Result(0, 1) = u.x;
Result(1, 1) = u.y;
Result(2, 1) = u.z;
Result(3, 1) = -u.dot(eye);
Result(0, 2) = -f.x;
Result(1, 2) = -f.y;
Result(2, 2) = -f.z;
Result(3, 2) = f.dot(eye);
return Result;
}
static Mat4f perspective(float fovy, float aspect, float zNear, float zfar) {
float const tanhalfF = tan(fovy / 2);
Mat4f Result = 0;
Result(0,0) = 1 / (aspect * tanhalfF);
Result(1,1) = 1 / tanhalfF;
Result(2,2) = zfar / (zNear - zfar);
Result(2,3) = -1;
Result(3,2) = -(zfar * zNear) / (zfar - zNear);
return Result;
}
std::pair<float,float> rayBoxIntersect(const Vec3f& origin, const Vec3f& direction) {
Vec3f tBMin = Vec3f(0,0,0);
Vec3f tBMax = gridSize.toFloat();
float tmin = -INF;
float tmax = INF;
Vec3f invDir = direction.safeInverse();
bool allParallel = true;
for (int i = 0; i < 3; ++i) {
if (abs(direction[i]) < EPSILON) {
if (!(origin[i] < tBMin[i] || origin[i] > tBMax[i])) continue;
}
allParallel = false;
float t1 = (tBMin[i] - origin[i]) * invDir[i];
float t2 = (tBMax[i] - origin[i]) * invDir[i];
if (t1 > t2) std::swap(t1, t2);
if (t1 > tmin) tmin = t1;
if (t2 < tmax) tmax = t2;
if (tmin > tmax) return std::make_pair(0.0f, 0.0f);
}
if (allParallel) {
return std::make_pair(0.0f, 0.0f);
}
if (tmax < 0) return std::make_pair(0.0f, 0.0f);
return std::make_pair(tmin, tmax);
}
//used to prevent division by 0 issues
bool specialCases(const Vec3f& origin, const Vec3f& direction, float maxDist, Vec3f& hitColor) {
float stepSize = 0.5;
int maxSteps = maxDist/stepSize;
for (int step = 0; step < maxSteps; ++step) {
float t = step * stepSize;
Vec3f pos = Vec3f(origin + direction * t);
Vec3T voxelCoords = pos.floorToT();
if (inGrid(voxelCoords)) {
Voxel cv = get(voxelCoords);
if (cv.active > EPSILON) {
hitColor = cv.color.toFloat();
std::cout << "hit in special case at: " << voxelCoords << std::endl;
return true;
}
}
}
return false;
}
public:
VoxelGrid(size_t w, size_t h, size_t d) : gridSize(w,h,d) {
voxels.resize(w * h * d);
}
Voxel& get(size_t x, size_t y, size_t z) {
return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x];
}
const Voxel& get(size_t x, size_t y, size_t z) const {
return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x];
}
Voxel& get(const Vec3T& xyz) {
return voxels[xyz.z * gridSize.x * gridSize.y + xyz.y * gridSize.x + xyz.x];
}
void resize() {
//TODO: proper resizing
}
void set(size_t x, size_t y, size_t z, bool active, Vec3ui8 color) {
set(Vec3T(x,y,z), active, color);
}
void set(Vec3T pos, bool active, Vec3ui8 color) {
if (pos.x >= 0 || pos.y >= 0 || pos.z >= 0) {
if (!(pos.x < gridSize.x)) {
//until resizing added:
return;
gridSize.x = pos.x;
resize();
}
else if (!(pos.y < gridSize.y)) {
//until resizing added:
return;
gridSize.y = pos.y;
resize();
}
else if (!(pos.z < gridSize.z)) {
//until resizing added:
return;
gridSize.z = pos.z;
resize();
}
Voxel& v = get(pos);
v.active = active; // std::clamp(active, 0.0f, 1.0f);
v.color = color;
}
}
void set(Vec3T pos, Vec4ui8 rgbaval) {
set(pos, static_cast<float>(rgbaval.a / 255), rgbaval.toVec3());
}
template<typename T>
bool inGrid(Vec3<T> voxl) {
return (voxl >= 0 && voxl.x < gridSize.x && voxl.y < gridSize.y && voxl.z < gridSize.z);
}
std::vector<Vec3f> genPixelDirs(const Vec3f& pos, const Vec3f& dir, size_t imgWidth, size_t imgHeight, float fov) {
std::vector<Vec3f> dirs(imgWidth * imgHeight);
float fovRad = radians(fov);
float tanFov = tan(fovRad * 0.5);
float aspect = static_cast<float>(imgWidth) / static_cast<float>(imgHeight);
Vec3f worldUp(0, 1, 0);
Vec3f camRight = worldUp.cross(dir).normalized();
Vec3f camUp = dir.cross(camRight).normalized();
float imgWidthInv = 1 / (imgWidth - 1);
float imgHeightInv = 1 / (imgHeight - 1);
float aspectTanFov = aspect * tanFov;
for (int y = 0; y < imgHeight; ++y) {
float ndcY = 1 - (2 * y * imgHeightInv);
float screenY = ndcY * tanFov;
for (int x = 0; x < imgWidth; ++x) {
float ndcX = (2 * x * imgWidthInv) - 1;
float screenX = ndcX * aspectTanFov;
Vec3f dir = (camRight * screenX + camUp * screenY + dir).normalized();
dirs[y*imgWidth+x] = dir;
}
}
return dirs;
}
Vec3f perPixelRayDir(size_t x, size_t y, size_t imgWidth, size_t imgHeight, const Camera& cam) const {
float normedX = (x + 0.5) / imgWidth * 2 - 1;
float normedY = 1 - (y+0.5) / imgHeight * 2;
float aspect = imgWidth / imgHeight;
float fovRad = cam.fov * M_PI / 180;
float scale = tan(fovRad * 0.5);
Vec3f rayDirCam = Vec3f(normedX * aspect * scale, normedY * scale, -1).normalized();
Vec3f eye = cam.posfor.origin;
Vec3f center = eye + cam.posfor.direction;
Mat4f viewMat = lookAt(eye, center, cam.up);
Mat4f invViewMat = viewMat.inverse();
Vec3f rayDirWorld = invViewMat.transformDirection(rayDirCam);
return rayDirWorld.normalized();
}
bool castRay(const Vec3f& origin, const Vec3f& direction, float maxDist, Vec3f& hitColor) {
Vec3f dir = direction.normalized();
Vec3T pos = origin.floorToT();
Vec3i8 step = Vec3i(dir.x > 0 ? 1 : -1, dir.y > 0 ? 1 : -1, dir.z > 0 ? 1 : -1);
Vec3f tMax;
Vec3f tDelta;
if (abs(dir.x) > EPSILON) {
tMax.x = static_cast<float>(static_cast<size_t>(pos.x) + (step.x > 0 ? 1 : 0) - pos.x) / dir.x;
tDelta.x = step.x / dir.x;
} else {
tMax.x = INF;
tDelta.x = INF;
}
if (abs(dir.y) > EPSILON) {
tMax.y = static_cast<float>(static_cast<size_t>(pos.y) + (step.y > 0 ? 1 : 0) - pos.y) / dir.y;
tDelta.y = step.y / dir.y;
} else {
tMax.y = INF;
tDelta.y = INF;
}
if (abs(dir.z) > EPSILON) {
tMax.z = static_cast<float>(static_cast<size_t>(pos.z) + (step.z > 0 ? 1 : 0) - pos.z) / dir.z;
tDelta.z = step.z / dir.z;
} else {
tMax.z = INF;
tDelta.z = INF;
}
auto intersect = rayBoxIntersect(origin, dir);
float tEntry = intersect.first;
float tExit = intersect.second;
if (tEntry <= 0 && tExit <= 0) return false;
if (tEntry > maxDist) return false;
float dist = 0;
while (dist < maxDist) {
if (inGrid(pos)) {
Voxel cv = get(pos);
if (cv.active) {
Vec3f norm = Vec3f(0,0,0);
if (tMax.x <= tMax.y && tMax.x <= tMax.z) norm.x = -step.x;
else if (tMax.y <= tMax.x && tMax.y <= tMax.z) norm.y = -step.y;
else norm.z = -step.z;
hitColor = cv.color.toFloat() / 255;
return true;
}
}
if (tMax.x <= tMax.y && tMax.x <= tMax.z) {
pos.x += step.x;
dist += tDelta.x;
//dist = tMax.x;
tMax.x += tDelta.x;
} else if (tMax.y <= tMax.x && tMax.y <= tMax.z) {
pos.y += step.y;
//dist = tMax.y;
dist += tDelta.y;
tMax.y += tDelta.y;
} else {
pos.z += step.z;
//dist = tMax.z;
dist += tDelta.z;
tMax.z += tDelta.z;
}
}
return false;
}
bool rayCast(const Vec3f& origin, const Vec3f& direction, float maxDist, Vec3f& hitColor) {
Vec3f dir = direction.normalized();
if (abs(dir.length()) < EPSILON) return false;
if (dir.x == 0 || dir.y == 0 || dir.z == 0) {
return specialCases(origin, dir, maxDist, hitColor);
}
float tStart;
Vec3f invDir = dir.safeInverse();
Vec3T currentVoxel = origin.floorToT();
if (!inGrid(currentVoxel)) {
std::pair<float,float> re = rayBoxIntersect(origin, dir);
float tEntry = re.first;
float tExit = re.second;
if (tEntry < EPSILON || tExit < EPSILON) return false;
if (tEntry > maxDist) return false;
tStart = tEntry;
}
Vec3f gridOrig = origin + dir * tStart;
currentVoxel = gridOrig.floorToT();
Vec3i8 step = Vec3i8(dir.x >= 0 ? 1 : -1, dir.y >= 0 ? 1 : -1, dir.z >= 0 ? 1 : -1);
Vec3f tMax;
float tDist = tStart;
for (int i = 0; i < 3; i++) {
if (step[i] > 0) {
tMax[i] = ((currentVoxel[i] + 1) - gridOrig[i]) * invDir[i];
} else {
tMax[i] = (currentVoxel[i] - gridOrig[i]) * invDir[i];
}
}
Vec3f tDelta = invDir.abs();
float aalpha = 0;
while (inGrid(currentVoxel) && aalpha < 1 && tDist <= maxDist) {
Voxel cv = get(currentVoxel);
if (cv.active > EPSILON) {
float alpha = cv.active * (1.0f - aalpha);
Vec3f voxelColor = cv.color.toFloat() / 255.0f;
hitColor = hitColor + voxelColor * alpha;
aalpha += cv.active;
}
if (tMax.x < tMax.y && tMax.x < tMax.z) {
tDist = tDist + tDelta.x;
if (tMax.x > maxDist) break;
currentVoxel.x += step.x;
tMax.x += tDelta.x;
} else if (tMax.y < tMax.z) {
tDist = tDist + tDelta.y;
currentVoxel.y += step.y;
tMax.y += tDelta.y;
}
else {
tDist = tDist + tDelta.z;
currentVoxel.z += step.z;
tMax.z += tDelta.z;
}
}
if (aalpha > EPSILON) {
//std::cout << "hit in normal case " << " due to any alpha" << std::endl;
return true;
} else return false;
}
size_t getWidth() const {
return gridSize.x;
}
size_t getHeight() const {
return gridSize.y;
}
size_t getDepth() const {
return gridSize.z;
}
frame renderFrame(const Vec3f& CamPos, const Vec3f& lookAt, const Vec3f& up, float fov, size_t outW, size_t outH) {
TIME_FUNCTION;
Vec3f forward = (lookAt - CamPos).normalized();
Vec3f right = forward.cross(up).normalized();
Vec3f upCor = right.cross(forward).normalized();
float aspect = static_cast<float>(outW) / outH;
float fovRad = radians(fov);
float viewH = 2 * tan(fovRad / 2);
float viewW = viewH * aspect;
float maxDist = gridSize.lengthSquared() / 2;
frame outFrame = frame(outH,outW, frame::colormap::RGB);
std::vector<uint8_t> colorBuffer(outW * outH * 3);
#pragma omp parallel for
for (size_t y = 0; y < outH; y++) {
float v = (y + 0.5) / outH - 0.5;
for (size_t x = 0; x < outW; x++) {
float u = (x + 0.5) / outW - 0.5;
Vec3f rayDir = (forward + right * (u * viewW) + upCor * (v * viewH)).normalized();
Vec3f hitColor = Vec3f(0,0,0);
bool hit = castRay(CamPos, rayDir, maxDist, hitColor);
size_t idx = (y*outH+x) * 3;
if (!hit) {
hitColor = Vec3f(0.1,0.1,1.0f);
} else {
std::cout << "hit";
}
colorBuffer[idx + 0] = static_cast<uint8_t>(hitColor.x * 255);
colorBuffer[idx + 1] = static_cast<uint8_t>(hitColor.y * 255);
colorBuffer[idx + 2] = static_cast<uint8_t>(hitColor.z * 255);
}
}
std::cout << std::endl;
outFrame.setData(colorBuffer);
return outFrame;
}
void renderOut(std::vector<uint8_t>& output, size_t& outwidth, size_t& outheight, const Camera& cam) {
TIME_FUNCTION;
Vec3f forward = (cam.posfor.direction - cam.posfor.origin).normalized();
Vec3f right = forward.cross(cam.up).normalized();
Vec3f upCor = right.cross(forward).normalized();
float aspect = outwidth / outheight;
float fovRad = radians(cam.fov);
float viewH = 2 * tan(fovRad / 2);
float viewW = viewH * aspect;
float maxDist = gridSize.lengthSquared() / 2;
//frame outFrame = frame(outH,outW, frame::colormap::RGB);
std::vector<uint8_t> colorBuffer(outwidth * outheight * 3);
#pragma omp parallel for
for (size_t y = 0; y < outheight; y++) {
float v = y * outheight;
for (size_t x = 0; x < outwidth; x++) {
float u = x * outwidth;
Vec3f rayDir = (forward + right * (u + viewW) + upCor * (v * viewH)).normalized();
Vec3f hitColor = Vec3f(0,0,0);
bool hit = castRay(cam.posfor.origin, rayDir, maxDist, hitColor);
size_t idx = (y*outheight+x) * 3;
if (!hit) {
hitColor = Vec3f(0.1,0.1,1.0f);
} else {
std::cout << "hit";
}
colorBuffer[idx + 0] = static_cast<uint8_t>(hitColor.x * 255);
colorBuffer[idx + 1] = static_cast<uint8_t>(hitColor.y * 255);
colorBuffer[idx + 2] = static_cast<uint8_t>(hitColor.z * 255);
}
}
std::cout << std::endl;
output = colorBuffer;
// TIME_FUNCTION;
// output.resize(outwidth * outheight * 3);
// Vec3f backgroundColor(0.1f, 0.1f, 1.0f);
// float maxDistance = sqrt(gridSize.lengthSquared()) * 2;
// //float maxDistance = std::sqrt(width*width + height*height + depth*depth) * 2.0f;
// // std::vector<Vec3f> dirs = genPixelDirs(cam.posfor.origin, cam.posfor.direction, outwidth, outheight, cam.fov);
// for (size_t y = 0; y < outheight; y++) {
// float yout = y * outwidth;
// for (size_t x = 0; x < outwidth; x++) {
// // Vec3f rayDir = dirs[y*outwidth + x];
// // Vec3f hitColor = Vec3f(0,0,0);
// Vec3f rayDir = perPixelRayDir(x, y, outwidth, outheight, cam);
// Ray3f ray(cam.posfor.origin, rayDir);
// Vec3f hitPos;
// Vec3f hitNorm;
// Vec3f hitColor;
// bool hit = castRay(cam.posfor.origin, rayDir, maxDistance, hitColor);
// Vec3f finalColor;
// if (!hit) {
// finalColor = backgroundColor;
// } else {
// finalColor = hitColor;
// }
// finalColor = finalColor.clamp(0, 1);
// size_t pixelIndex = (yout + x) * 3;
// output[pixelIndex + 0] = static_cast<uint8_t>(finalColor.x * 255);
// output[pixelIndex + 1] = static_cast<uint8_t>(finalColor.y * 255);
// output[pixelIndex + 2] = static_cast<uint8_t>(finalColor.z * 255);
// }
// }
}
};
#endif