A decent amount of progress on voxel traversal. Converted most of it to C code to make the CL version easier
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@@ -79,18 +79,41 @@ public:
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}
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// (X, Y, Z) mask for the idx
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uint8_t idx_set_x_mask = 0x1;
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uint8_t idx_set_y_mask = 0x2;
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uint8_t idx_set_z_mask = 0x4;
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uint8_t mask_8[8] = {
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0x0, 0x1, 0x2, 0x3,
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0x4, 0x5, 0x6, 0x7
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};
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uint8_t count_mask_8[8]{
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0x1, 0x3, 0x7, 0xF,
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0x1F, 0x3F, 0x7F, 0xFF
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};
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// With a position and the head of the stack. Traverse down the voxel hierarchy to find
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// the IDX and stack position of the highest resolution (maybe set resolution?) oct
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bool get_voxel(sf::Vector3i position) {
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// Init the parent stack and push the head node
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std::queue<uint64_t> parent_stack;
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//std::queue<uint64_t> parent_stack;
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int parent_stack_position = 0;
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uint64_t parent_stack[32] = {0};
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uint64_t head = block_stack.front()[stack_pos];
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parent_stack.push(head);
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parent_stack[parent_stack_position] = head;
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// Get the index of the first child of the head node
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uint64_t index = head & child_pointer_mask;
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uint8_t scale = 0;
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uint8_t idx_stack[32] = {0};
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// Init the idx stack
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std::vector<std::bitset<3>> scale_stack(log2(OCT_DIM));
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@@ -100,31 +123,83 @@ public:
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while (dimension > 1) {
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// Do the logic steps to find which sub oct we step down into
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// So we can be a little bit tricky here and increment our
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// array index that holds our masks as we build the idx.
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// Adding 1 for X, 2 for Y, and 4 for Z
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int mask_index = 0;
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// Do the logic steps to find which sub oct we step down into
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if (position.x >= (dimension / 2) + quad_position.x) {
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// Set our voxel position to the (0,0) of the correct oct
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quad_position.x += (dimension / 2);
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// increment the mask index and mentioned above
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mask_index += 1;
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// Set the idx to represent the move
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idx_stack[scale] |= idx_set_x_mask;
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// Debug
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scale_stack.at(log2(OCT_DIM) - log2(dimension)).set(0);
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}
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if (position.y >= (dimension / 2) + quad_position.y) {
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quad_position.y += (dimension / 2);
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quad_position.y |= (dimension / 2);
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mask_index += 2;
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idx_stack[scale] ^= idx_set_y_mask;
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scale_stack.at(log2(OCT_DIM) - log2(dimension)).set(1);
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}
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if (position.z >= (dimension / 2) + quad_position.z) {
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quad_position.z += (dimension / 2);
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mask_index += 4;
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idx_stack[scale] |= idx_set_z_mask;
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scale_stack.at(log2(OCT_DIM) - log2(dimension)).set(2);
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}
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// Set the new dimension
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dimension /= 2;
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// Check to see if we are on a valid oct
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if ((head >> 16) & mask_8[mask_index]) {
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// Check to see if it is a leaf
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if ((head >> 24) & mask_8[mask_index]) {
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// If it is, then we cannot traverse further as CP's won't have been generated
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break;
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}
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// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
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scale++;
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dimension /= 2;
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// We also need to traverse to the correct child pointer
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// Count the number of non-leaf octs that come before and add it to the current parent stack position
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int count = count_bits((uint8_t)(head >> 24) ^ count_mask_8[mask_index]);
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int index = (parent_stack[parent_stack_position] & child_pointer_mask) + count;
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// Increment the parent stack position and put the new oct node as the parent
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parent_stack_position++;
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parent_stack[parent_stack_position] = block_stack.front()[index];
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} else {
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// If the oct was not valid, then no CP's exists any further
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// It appears that the traversal is now working but I need
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// to focus on how to now take care of the end condition.
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// Currently it adds the last parent on the second to lowest
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// oct CP. Not sure if thats correct
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break;
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}
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}
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uint64_t child1 = block_stack.front()[index];
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uint64_t child2 = block_stack.front()[index+1];
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std::bitset<64> t(index);
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auto val = t.count();
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@@ -272,3 +272,25 @@ inline std::vector<float> sfml_get_float_input(sf::RenderWindow *window) {
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}
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inline int count_bits(int32_t v) {
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v = v - ((v >> 1) & 0x55555555); // reuse input as temporary
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v = (v & 0x33333333) + ((v >> 2) & 0x33333333); // temp
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return (((v + (v >> 4)) & 0xF0F0F0F) * 0x1010101) >> 24; // count
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}
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inline int count_bits(int64_t v) {
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int32_t left = (int32_t)(v);
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int32_t right = (int32_t)(v >> 32);
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left = left - ((left >> 1) & 0x55555555); // reuse input as temporary
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left = (left & 0x33333333) + ((left >> 2) & 0x33333333); // temp
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left = ((left + (left >> 4) & 0xF0F0F0F) * 0x1010101) >> 24; // count
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right = right - ((right >> 1) & 0x55555555); // reuse input as temporary
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right = (right & 0x33333333) + ((right >> 2) & 0x33333333); // temp
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right = ((right + (right >> 4) & 0xF0F0F0F) * 0x1010101) >> 24; // count
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return left + right;
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}
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12
src/Map.cpp
12
src/Map.cpp
@@ -86,13 +86,13 @@ uint64_t Map::generate_children(sf::Vector3i pos, int dim) {
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// The 8 subvoxel coords starting from the 1th direction, the direction of the origin of the 3d grid
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// XY, Z++, XY
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std::vector<sf::Vector3i> v = {
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sf::Vector3i(pos.x, pos.y, pos.z),
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sf::Vector3i(pos.x + dim, pos.y, pos.z),
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sf::Vector3i(pos.x, pos.y + dim, pos.z),
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sf::Vector3i(pos.x , pos.y , pos.z),
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sf::Vector3i(pos.x + dim, pos.y , pos.z),
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sf::Vector3i(pos.x , pos.y + dim, pos.z),
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sf::Vector3i(pos.x + dim, pos.y + dim, pos.z),
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sf::Vector3i(pos.x, pos.y, pos.z + dim),
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sf::Vector3i(pos.x + dim, pos.y, pos.z + dim),
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sf::Vector3i(pos.x, pos.y + dim, pos.z + dim),
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sf::Vector3i(pos.x , pos.y , pos.z + dim),
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sf::Vector3i(pos.x + dim, pos.y , pos.z + dim),
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sf::Vector3i(pos.x , pos.y + dim, pos.z + dim),
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sf::Vector3i(pos.x + dim, pos.y + dim, pos.z + dim)
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};
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@@ -68,7 +68,11 @@ sf::Texture window_texture;
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// Y: 1.57 is straight down
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// TODO:
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// - Texture axis sign flipping issue
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// - Diffuse fog hard cut off
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// - Infinite light distance, no inverse square
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// - Inconsistent lighting constants. GUI manipulation
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int main() {
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@@ -92,7 +96,7 @@ int main() {
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_map.a.get_voxel(sf::Vector3i(5, 5, 0));
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// =============================
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return 0;
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sf::RenderWindow window(sf::VideoMode(WINDOW_X, WINDOW_Y), "SFML");
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window.setMouseCursorVisible(false);
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