Files
stupidsimcpp/util/grid/grid3.hpp
2026-01-16 13:37:13 -05:00

750 lines
26 KiB
C++

#ifndef GRID3_HPP
#define GRID3_HPP
#include <unordered_map>
#include <fstream>
#include <cstring>
#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 <vector>
#include <algorithm>
#include "../basicdefines.hpp"
//constexpr char magic[4] = {'Y', 'G', 'G', '3'};
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;
bool active;
float alpha;
Vec3ui8 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 Vertex {
Vec3f position;
Vec3f normal;
Vec3ui8 color;
Vec2f texCoord;
Vertex() = default;
Vertex(Vec3f pos, Vec3f norm, Vec3ui8 colr, Vec2f tex = Vec2f(0,0)) : position(pos), normal(norm), color(colr), texCoord(tex) {}
};
struct Tri {
size_t v0,v1,v2;
Tri() = default;
Tri(size_t a, size_t b, size_t c) : v0(a), v1(b), v2(c) {}
};
class Mesh {
private:
std::vector<Vertex> vertices;
std::vector<Tri> tris;
Vec3f boundBoxMin;
Vec3f boundBoxMax;
public:
Mesh() = default;
void clear() {
vertices.clear();
tris.clear();
boundBoxMax = Vec3f(0,0,0);
boundBoxMin = Vec3f(0,0,0);
}
void addVertex(const Vertex& vertex) {
vertices.push_back(vertex);
boundBoxMin = boundBoxMin.min(vertex.position);
boundBoxMax = boundBoxMax.max(vertex.position);
}
void addTriangle(const Tri& triangle) {
tris.push_back(triangle);
}
void addTriangle(uint32_t v0, uint32_t v1, uint32_t v2) {
tris.emplace_back(v0, v1, v2);
}
const std::vector<Vertex>& getVertices() const { return vertices; }
const std::vector<Tri>& getTriangles() const { return tris; }
size_t getVertexCount() const { return vertices.size(); }
size_t getTriangleCount() const { return tris.size(); }
Vec3f getBoundingBoxMin() const { return boundBoxMin; }
Vec3f getBoundingBoxMax() const { return boundBoxMax; }
Vec3f getBoundingBoxSize() const { return boundBoxMax - boundBoxMin; }
Vec3f getBoundingBoxCenter() const { return (boundBoxMin + boundBoxMax) * 0.5f; }
// Calculate normals if they're not already set
void calculateNormals() {
// Reset all normals to zero
for (auto& vertex : vertices) {
vertex.normal = Vec3f(0, 0, 0);
}
// Accumulate face normals to vertices
for (const auto& tri : tris) {
const Vec3f& v0 = vertices[tri.v0].position;
const Vec3f& v1 = vertices[tri.v1].position;
const Vec3f& v2 = vertices[tri.v2].position;
Vec3f edge1 = v1 - v0;
Vec3f edge2 = v2 - v0;
Vec3f normal = edge1.cross(edge2).normalized();
vertices[tri.v0].normal = vertices[tri.v0].normal + normal;
vertices[tri.v1].normal = vertices[tri.v1].normal + normal;
vertices[tri.v2].normal = vertices[tri.v2].normal + normal;
}
// Normalize all vertex normals
for (auto& vertex : vertices) {
if (vertex.normal.lengthSquared() > 0) {
vertex.normal = vertex.normal.normalized();
} else {
vertex.normal = Vec3f(0, 1, 0); // Default up normal
}
}
}
void optimize() {
calculateNormals();
//optimize may have optional params later for future expansion of features
}
};
class VoxelGrid {
private:
double binSize = 1;
Vec3i gridSize;
//int width, height, depth;
std::vector<Voxel> voxels;
std::unique_ptr<Mesh> cachedMesh;
bool meshDirty = true;
float radians(float rads) {
return rads * (M_PI / 180);
}
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 voxels[xyz.z * gridSize.x * gridSize.y + xyz.y * gridSize.x + xyz.x];
}
const Voxel& get(const Vec3i& xyz) const {
return voxels[xyz.z * gridSize.x * gridSize.y + xyz.y * gridSize.x + xyz.x];
}
void resize(int newW, int newH, int newD) {
std::vector<Voxel> newVoxels(newW * newH * newD);
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
);
}
}
voxels = std::move(newVoxels);
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) {
set(Vec3i(x,y,z), active, color);
}
void set(Vec3i pos, bool active, Vec3ui8 color) {
if (pos.x >= 0 || pos.y >= 0 || pos.z >= 0) {
if (!(pos.x < gridSize.x)) {
resize(pos.x, gridSize.y, gridSize.z);
}
else if (!(pos.y < gridSize.y)) {
resize(gridSize.x, pos.y, gridSize.z);
}
else if (!(pos.z < gridSize.z)) {
resize(gridSize.x, gridSize.y, pos.z);
}
Voxel& v = get(pos);
v.active = active; // std::clamp(active, 0.0f, 1.0f);
v.color = color;
}
}
void set(Vec3i pos, Vec4ui8 rgbaval) {
set(pos, static_cast<float>(rgbaval.a / 255), rgbaval.toVec3());
}
template<typename T>
bool inGrid(Vec3<T> voxl) const {
return (voxl >= 0 && voxl.x < gridSize.x && voxl.y < gridSize.y && voxl.z < gridSize.z);
}
void voxelTraverse(const Vec3d& origin, const Vec3d& end, std::vector<Vec3i>& visitedVoxel) const {
Vec3i cv = (origin / binSize).floorToI();
Vec3i lv = (end / binSize).floorToI();
Vec3d ray = end - origin;
Vec3f step = Vec3f(ray.x >= 0 ? 1 : -1, ray.y >= 0 ? 1 : -1, ray.z >= 0 ? 1 : -1);
Vec3d nextVox = cv.toDouble() + step * binSize;
Vec3d tMax = Vec3d(ray.x != 0 ? (nextVox.x - origin.x) / ray.x : INF,
ray.y != 0 ? (nextVox.y - origin.y) / ray.y : INF,
ray.z != 0 ? (nextVox.z-origin.z) / ray.z : INF);
Vec3d tDelta = Vec3d(ray.x != 0 ? binSize / ray.x * step.x : INF,
ray.y != 0 ? binSize / ray.y * step.y : INF,
ray.z != 0 ? binSize / ray.z * step.z : INF);
Vec3i diff(0,0,0);
bool negRay = false;
if (cv.x != lv.x && ray.x < 0) {
diff.x = diff.x--;
negRay = true;
}
if (cv.y != lv.y && ray.y < 0) {
diff.y = diff.y--;
negRay = true;
}
if (cv.z != lv.z && ray.z < 0) {
diff.z = diff.z--;
negRay = true;
}
if (negRay) {
cv += diff;
visitedVoxel.push_back(cv);
}
while (lv != cv && inGrid(cv)) {
if (get(cv).active) {
visitedVoxel.push_back(cv);
}
if (tMax.x < tMax.y) {
if (tMax.x < tMax.z) {
cv.x += step.x;
tMax.x += tDelta.x;
} else {
cv.z += step.z;
tMax.z += tDelta.z;
}
} else {
if (tMax.y < tMax.z) {
cv.y += step.y;
tMax.y += tDelta.y;
} else {
cv.z += step.z;
tMax.z += tDelta.z;
}
}
}
return; // &&visitedVoxel;
}
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 upCor = right.cross(forward).normalized();
float aspect = resolution.aspect();
float fovRad = cam.fovRad();
float viewH = 2 * tan(fovRad / 2);
float viewW = viewH * aspect;
float maxDist = std::sqrt(gridSize.lengthSquared()) * binSize;
frame outFrame(resolution.x, resolution.y, frame::colormap::RGB);
std::vector<uint8_t> colorBuffer(resolution.x * resolution.y * 3);
#pragma omp parallel for
for (int y = 0; y < resolution.x; y++) {
float v = (static_cast<float>(y) / static_cast<float>(resolution.x - 1)) - 0.5f;
for (int x = 0; x < resolution.y; x++) {
std::vector<Vec3i> hitVoxels;
float u = (static_cast<float>(x) / static_cast<float>(resolution.y - 1)) - 0.5f;
Vec3f rayDirWorld = (forward + right * (u * viewW) + upCor * (v * viewH)).normalized();
Vec3f rayEnd = cam.posfor.origin + rayDirWorld * maxDist;
Vec3d rayStartGrid = cam.posfor.origin.toDouble() / binSize;
Vec3d rayEndGrid = rayEnd.toDouble() / binSize;
voxelTraverse(rayStartGrid, rayEndGrid, hitVoxels);
Vec3ui8 hitColor(10, 10, 255);
for (const Vec3i& voxelPos : hitVoxels) {
if (inGrid(voxelPos)) {
const Voxel& voxel = get(voxelPos);
if (voxel.active) {
hitColor = voxel.color;
break;
}
}
}
hitVoxels.clear();
hitVoxels.shrink_to_fit();
// 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 + 0] = 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 << "Mesh cached: " << (cachedMesh ? "Yes" : "No") << std::endl;
if (cachedMesh) {
std::cout << "Mesh vertices: " << cachedMesh->getVertexCount() << std::endl;
std::cout << "Mesh triangles: " << cachedMesh->getTriangleCount() << std::endl;
}
std::cout << "============================" << std::endl;
}
private:
// Helper function to check if a voxel is on the surface
bool isSurfaceVoxel(int x, int y, int z) const {
if (!inGrid(Vec3i(x, y, z))) return false;
if (!get(x, y, z).active) return false;
// Check all 6 neighbors
static const std::array<Vec3i, 6> neighbors = {{
Vec3i(1, 0, 0), Vec3i(-1, 0, 0),
Vec3i(0, 1, 0), Vec3i(0, -1, 0),
Vec3i(0, 0, 1), Vec3i(0, 0, -1)
}};
for (const auto& n : neighbors) {
Vec3i neighborPos(x + n.x, y + n.y, z + n.z);
if (!inGrid(neighborPos) || !get(neighborPos).active) {
return true; // At least one empty neighbor means this is a surface voxel
}
}
return false;
}
// Get normal for a surface voxel
Vec3f calculateVoxelNormal(int x, int y, int z) const {
Vec3f normal(0, 0, 0);
// Simple gradient-based normal calculation
if (inGrid(Vec3i(x+1, y, z)) && !get(x+1, y, z).active) normal.x += 1;
if (inGrid(Vec3i(x-1, y, z)) && !get(x-1, y, z).active) normal.x -= 1;
if (inGrid(Vec3i(x, y+1, z)) && !get(x, y+1, z).active) normal.y += 1;
if (inGrid(Vec3i(x, y-1, z)) && !get(x, y-1, z).active) normal.y -= 1;
if (inGrid(Vec3i(x, y, z+1)) && !get(x, y, z+1).active) normal.z += 1;
if (inGrid(Vec3i(x, y, z-1)) && !get(x, y, z-1).active) normal.z -= 1;
if (normal.lengthSquared() > 0) {
return normal.normalized();
}
return Vec3f(0, 1, 0); // Default up normal
}
Vertex getEdgeVertex(int edge, int x, int y, int z, float isoLevel = 0.5f) const {
// Edge vertices based on Marching Cubes algorithm
static const std::array<std::array<int, 2>, 12> edgeVertices = {{
{0, 1}, {1, 2}, {2, 3}, {3, 0}, // Bottom edges
{4, 5}, {5, 6}, {6, 7}, {7, 4}, // Top edges
{0, 4}, {1, 5}, {2, 6}, {3, 7} // Vertical edges
}};
static const std::array<Vec3f, 8> cubeVertices = {{
Vec3f(0, 0, 0), Vec3f(1, 0, 0), Vec3f(1, 1, 0), Vec3f(0, 1, 0),
Vec3f(0, 0, 1), Vec3f(1, 0, 1), Vec3f(1, 1, 1), Vec3f(0, 1, 1)
}};
const auto& [v1, v2] = edgeVertices[edge];
const Vec3f& p1 = cubeVertices[v1];
const Vec3f& p2 = cubeVertices[v2];
// For binary voxels, we can just use midpoint
Vec3f position = (p1 + p2) * 0.5f;
// Convert to world coordinates
position = position + Vec3f(x, y, z);
position = position * binSize;
// Get colors from neighboring voxels
Vec3ui8 color1 = get(x, y, z).color;
Vec3ui8 color2 = color1;
// Determine which neighboring voxel to use for the second color
// This is simplified - in a full implementation, you'd interpolate based on values
if (v2 == 1) color2 = get(x+1, y, z).color;
else if (v2 == 3) color2 = get(x, y+1, z).color;
else if (v2 == 4) color2 = get(x, y, z+1).color;
// Interpolate color
Vec3ui8 color(
static_cast<uint8_t>((color1.x + color2.x) / 2),
static_cast<uint8_t>((color1.y + color2.y) / 2),
static_cast<uint8_t>((color1.z + color2.z) / 2)
);
// Calculate normal (simplified)
Vec3f normal = calculateVoxelNormal(x, y, z);
return Vertex(position, normal, color);
}
// Helper function to add a face to the mesh
void addFace(Mesh& mesh, const Vec3f& basePos, const Vec3f& normal,
const Vec3ui8& color, bool flipWinding = false) {
Vec3f right, up;
// Determine right and up vectors based on normal
if (std::abs(normal.x) > std::abs(normal.y)) {
right = Vec3f(0, 0, 1);
} else {
right = Vec3f(1, 0, 0);
}
up = normal.cross(right).normalized();
right = up.cross(normal).normalized();
// Create face vertices
float halfSize = binSize * 0.5f;
Vec3f center = basePos + normal * halfSize;
Vec3f v0 = center - right * halfSize - up * halfSize;
Vec3f v1 = center + right * halfSize - up * halfSize;
Vec3f v2 = center + right * halfSize + up * halfSize;
Vec3f v3 = center - right * halfSize + up * halfSize;
// Add vertices to mesh
uint32_t startIndex = static_cast<uint32_t>(mesh.getVertexCount());
mesh.addVertex(Vertex(v0, normal, color));
mesh.addVertex(Vertex(v1, normal, color));
mesh.addVertex(Vertex(v2, normal, color));
mesh.addVertex(Vertex(v3, normal, color));
// Add triangles (two triangles per quad)
if (flipWinding) {
mesh.addTriangle(startIndex, startIndex + 1, startIndex + 2);
mesh.addTriangle(startIndex, startIndex + 2, startIndex + 3);
} else {
mesh.addTriangle(startIndex, startIndex + 2, startIndex + 1);
mesh.addTriangle(startIndex, startIndex + 3, startIndex + 2);
}
}
public:
// Mesh generation using Naive Surface Nets (simpler than Marching Cubes)
std::unique_ptr<Mesh> meshify() {
TIME_FUNCTION;
// If mesh is cached and not dirty, return it
if (cachedMesh && !meshDirty) {
return std::make_unique<Mesh>(*cachedMesh);
}
auto mesh = std::make_unique<Mesh>();
mesh->clear();
// For each voxel that's on the surface, create a quad
for (int z = 0; z < gridSize.z; z++) {
for (int y = 0; y < gridSize.y; y++) {
for (int x = 0; x < gridSize.x; x++) {
if (!get(x, y, z).active) continue;
const Voxel& voxel = get(x, y, z);
Vec3f basePos(x * binSize, y * binSize, z * binSize);
// Check each face
// Right face (x+)
if (!inGrid(Vec3i(x+1, y, z)) || !get(x+1, y, z).active) {
addFace(*mesh, basePos, Vec3f(1, 0, 0), voxel.color, true);
}
// Left face (x-)
if (!inGrid(Vec3i(x-1, y, z)) || !get(x-1, y, z).active) {
addFace(*mesh, basePos, Vec3f(-1, 0, 0), voxel.color, false);
}
// Top face (y+)
if (!inGrid(Vec3i(x, y+1, z)) || !get(x, y+1, z).active) {
addFace(*mesh, basePos, Vec3f(0, 1, 0), voxel.color, true);
}
// Bottom face (y-)
if (!inGrid(Vec3i(x, y-1, z)) || !get(x, y-1, z).active) {
addFace(*mesh, basePos, Vec3f(0, -1, 0), voxel.color, false);
}
// Front face (z+)
if (!inGrid(Vec3i(x, y, z+1)) || !get(x, y, z+1).active) {
addFace(*mesh, basePos, Vec3f(0, 0, 1), voxel.color, true);
}
// Back face (z-)
if (!inGrid(Vec3i(x, y, z-1)) || !get(x, y, z-1).active) {
addFace(*mesh, basePos, Vec3f(0, 0, -1), voxel.color, false);
}
}
}
}
// Optimize the mesh
mesh->optimize();
// Cache the mesh
cachedMesh = std::make_unique<Mesh>(*mesh);
meshDirty = false;
return mesh;
}
// Get cached mesh (regenerates if dirty)
std::unique_ptr<Mesh> getMesh() {
return meshify();
}
// Clear mesh cache
void clearMeshCache() {
cachedMesh.reset();
meshDirty = true;
}
// Check if mesh needs regeneration
bool isMeshDirty() const {
return meshDirty;
}
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;
}
}
size_t 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 + 1] = cvColor.x;
colorBuffer[pidx + 2] = cvColor.y;
colorBuffer[pidx + 3] = cvColor.z;
colorBuffer[pidx + 0] = 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 + 1] = cvColor.x;
colorBuffer[pidx + 2] = cvColor.y;
colorBuffer[pidx + 3] = cvColor.z;
break;
}
case frame::colormap::BGR: {
colorBuffer[pidx + 3] = cvColor.x;
colorBuffer[pidx + 2] = cvColor.y;
colorBuffer[pidx + 1] = cvColor.z;
break;
}
case frame::colormap::B: {
colorBuffer[pidx] = (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