524 lines
19 KiB
C++
524 lines
19 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 <vector>
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#include <algorithm>
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#include "../basicdefines.hpp"
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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 Vertex {
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Vec3f position;
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Vec3f normal;
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Vec3ui8 color;
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Vec2f texCoord;
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Vertex() = default;
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Vertex(Vec3f pos, Vec3f norm, Vec3ui8 colr, Vec2f tex = Vec2f(0,0)) : position(pos), normal(norm), color(colr), texCoord(tex) {}
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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<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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std::unordered_map<Vec3i, bool, Vec3i::Hash> activeChunks;
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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 Vec3i(voxelPos.x / CHUNK_THRESHOLD, voxelPos.y / CHUNK_THRESHOLD, voxelPos.z / 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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activeChunks[chunkCoord] = true;
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}
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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[z * gridSize.x * gridSize.y + y * gridSize.x + x];
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}
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const Voxel& get(int x, int y, int z) const {
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return voxels[z * gridSize.x * gridSize.y + y * gridSize.x + x];
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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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std::unordered_map<Vec3i, bool, Vec3i::Hash> newActiveChunks;
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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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newActiveChunks[cc] = true;
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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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activeChunks = std::move(newActiveChunks);
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gridSize = Vec3i(newW, newH, newD);
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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) {
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set(Vec3i(x,y,z), active, color);
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}
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void set(Vec3i pos, bool active, Vec3ui8 color) {
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if (pos.x >= 0 && pos.y >= 0 && pos.z >= 0) {
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if (!(pos.x < gridSize.x)) {
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resize(pos.x, gridSize.y, gridSize.z);
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}
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else if (!(pos.y < gridSize.y)) {
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resize(gridSize.x, pos.y, gridSize.z);
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}
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else if (!(pos.z < gridSize.z)) {
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resize(gridSize.x, gridSize.y, pos.z);
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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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updateChunkStatus(pos, active);
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}
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}
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void set(Vec3i pos, Vec4ui8 rgbaval) {
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set(pos, static_cast<float>(rgbaval.a / 255), rgbaval.toVec3());
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}
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template<typename T>
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bool inGrid(Vec3<T> voxl) const {
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return (voxl >= 0 && voxl.x < gridSize.x && voxl.y < gridSize.y && voxl.z < gridSize.z);
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}
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void voxelTraverse(const Vec3f& origin, const Vec3f& end, Voxel& outVoxel, 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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Vec3i step = Vec3i(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
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Vec3i nextVox = cv + step;
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Vec3f tMax = Vec3f(ray.x != 0 ? (nextVox.x - origin.x) / ray.x : INF,
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ray.y != 0 ? (nextVox.y - origin.y) / ray.y : INF,
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ray.z != 0 ? (nextVox.z - origin.z) / ray.z : INF);
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Vec3f tDelta = Vec3f(ray.x != 0 ? 1 / ray.x * static_cast<float>(step.x) : INF,
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ray.y != 0 ? 1 / ray.y * static_cast<float>(step.y) : INF,
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ray.z != 0 ? 1 / ray.z * static_cast<float>(step.z) : INF);
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float dist = 0;
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outVoxel.alpha = 0.0;
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//float alphaDiff = 1;
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while (lv != cv && outVoxel.alpha < 1 && dist < maxDist && inGrid(cv)) {
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//Vec3i currentChunk = getChunkCoord(cv);
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//auto it = activeChunks.find(currentChunk);
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//bool isChunkActive = (it != activeChunks.end() && it->second);
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Voxel curv = get(cv);
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if (curv.active) {
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outVoxel.active = true;
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outVoxel.color = curv.color;
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outVoxel.alpha = curv.alpha;
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// float covCon = curv.alpha * alphaDiff;
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// outVoxel.color = outVoxel.color + curv.color * covCon;
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// outVoxel.alpha += covCon;
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// alphaDiff *= (1.f-curv.alpha);
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}
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if (tMax.x < tMax.y) {
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if (tMax.x < tMax.z) {
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dist += tDelta.x;
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cv.x += step.x;
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tMax.x += tDelta.x;
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} else {
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dist += tDelta.z;
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cv.z += step.z;
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tMax.z += tDelta.z;
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}
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} else {
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if (tMax.y < tMax.z) {
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dist += tDelta.y;
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cv.y += step.y;
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tMax.y += tDelta.y;
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} else {
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dist += tDelta.z;
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cv.z += step.z;
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tMax.z += tDelta.z;
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}
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}
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}
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return;
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}
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int getWidth() const {
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return gridSize.x;
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}
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int getHeight() const {
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return gridSize.y;
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}
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int getDepth() const {
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return gridSize.z;
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}
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frame renderFrame(const Camera& cam, Vec2i resolution, frame::colormap colorformat = frame::colormap::RGB) const {
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TIME_FUNCTION;
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Vec3f forward = cam.forward();
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Vec3f right = cam.right();
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//Vec3f upCor = right.cross(forward).normalized();
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float aspect = resolution.aspect();
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float fovRad = cam.fovRad();
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float viewH = tan(cam.fov / 2.f);
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float viewW = viewH * aspect;
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float maxDist = std::sqrt(gridSize.lengthSquared());
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frame outFrame(resolution.x, resolution.y, colorformat);
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std::vector<uint8_t> colorBuffer(resolution.x * resolution.y * 3);
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#pragma omp parallel for
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for (int y = 0; y < resolution.y; y++) {
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float v = (1.f - 2.f * (y+0.5f) / resolution.y) * viewH;
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for (int x = 0; x < resolution.x; x++) {
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Voxel outVoxel(0,false,0.f,Vec3ui8(10, 10, 255));
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float u = (2.f * (x+0.5f)/resolution.x - 1.f) * viewW;
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Vec3f rayDirWorld = (forward + right * u + cam.up * v).normalized();
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Vec3f rayStartGrid = cam.posfor.origin;
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Vec3f rayEnd = rayStartGrid + rayDirWorld * maxDist;
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voxelTraverse(rayStartGrid, rayEnd, outVoxel, maxDist);
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Vec3ui8 hitColor = outVoxel.color;
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// Set pixel color in buffer
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switch (colorformat) {
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case frame::colormap::BGRA: {
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int idx = (y * resolution.y + x) * 4;
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colorBuffer[idx + 3] = hitColor.x;
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colorBuffer[idx + 2] = hitColor.y;
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colorBuffer[idx + 1] = hitColor.z;
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colorBuffer[idx + 0] = 255;
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break;
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}
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case frame::colormap::RGB:
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default: {
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int idx = (y * resolution.y + x) * 3;
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colorBuffer[idx + 0] = hitColor.x;
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colorBuffer[idx + 1] = hitColor.y;
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colorBuffer[idx + 2] = hitColor.z;
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break;
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}
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}
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}
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}
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outFrame.setData(colorBuffer);
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return outFrame;
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}
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void printStats() const {
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int totalVoxels = gridSize.x * gridSize.y * gridSize.z;
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int activeVoxels = 0;
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// Count active voxels
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for (const Voxel& voxel : voxels) {
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if (voxel.active) {
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activeVoxels++;
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}
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}
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float activePercentage = (totalVoxels > 0) ?
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(static_cast<float>(activeVoxels) / static_cast<float>(totalVoxels)) * 100.0f : 0.0f;
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std::cout << "=== Voxel Grid Statistics ===" << std::endl;
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std::cout << "Grid dimensions: " << gridSize.x << " x " << gridSize.y << " x " << gridSize.z << std::endl;
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std::cout << "Total voxels: " << totalVoxels << std::endl;
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std::cout << "Active voxels: " << activeVoxels << std::endl;
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std::cout << "Inactive voxels: " << (totalVoxels - activeVoxels) << std::endl;
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std::cout << "Active chunks (map size): " << activeChunks.size() << std::endl;
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std::cout << "Active percentage: " << activePercentage << "%" << std::endl;
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std::cout << "Memory usage (approx): " << (voxels.size() * sizeof(Voxel)) / 1024 << " KB" << std::endl;
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std::cout << "============================" << std::endl;
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}
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private:
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// Helper function to check if a voxel is on the surface
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bool isSurfaceVoxel(int x, int y, int z) const {
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if (!inGrid(Vec3i(x, y, z))) return false;
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if (!get(x, y, z).active) return false;
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// Check all 6 neighbors
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static const std::array<Vec3i, 6> neighbors = {{
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Vec3i(1, 0, 0), Vec3i(-1, 0, 0),
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Vec3i(0, 1, 0), Vec3i(0, -1, 0),
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Vec3i(0, 0, 1), Vec3i(0, 0, -1)
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}};
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for (const auto& n : neighbors) {
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Vec3i neighborPos(x + n.x, y + n.y, z + n.z);
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if (!inGrid(neighborPos) || !get(neighborPos).active) {
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return true; // At least one empty neighbor means this is a surface voxel
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}
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}
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return false;
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}
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// Get normal for a surface voxel
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Vec3f calculateVoxelNormal(int x, int y, int z) const {
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Vec3f normal(0, 0, 0);
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// Simple gradient-based normal calculation
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if (inGrid(Vec3i(x+1, y, z)) && !get(x+1, y, z).active) normal.x += 1;
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if (inGrid(Vec3i(x-1, y, z)) && !get(x-1, y, z).active) normal.x -= 1;
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if (inGrid(Vec3i(x, y+1, z)) && !get(x, y+1, z).active) normal.y += 1;
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if (inGrid(Vec3i(x, y-1, z)) && !get(x, y-1, z).active) normal.y -= 1;
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if (inGrid(Vec3i(x, y, z+1)) && !get(x, y, z+1).active) normal.z += 1;
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if (inGrid(Vec3i(x, y, z-1)) && !get(x, y, z-1).active) normal.z -= 1;
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if (normal.lengthSquared() > 0) {
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return normal.normalized();
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}
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return Vec3f(0, 1, 0); // Default up normal
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}
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public:
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std::vector<frame> genSlices(frame::colormap colorFormat = frame::colormap::RGB) const {
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TIME_FUNCTION;
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int colors;
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std::vector<frame> outframes;
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switch (colorFormat) {
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case frame::colormap::RGBA:
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case frame::colormap::BGRA: {
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colors = 4;
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break;
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}
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case frame::colormap::B: {
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colors = 1;
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break;
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}
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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
|