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#pragma once
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#include <SFML/System/Vector3.hpp>
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#include <vector>
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#include "util.hpp"
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#include <tuple>
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#define OCT_DIM 32
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struct OctState {
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int parent_stack_position = 0;
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uint64_t parent_stack[32] = { 0 };
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uint8_t scale = 0;
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uint8_t idx_stack[32] = { 0 };
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uint64_t current_descriptor;
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// ====== DEBUG =======
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char found = 1;
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};
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class Octree {
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public:
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static const int buffer_size = 100000;
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Octree();
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~Octree() {};
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// Generate an octree from 3D indexed array of char data
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void Generate(char* data, sf::Vector3i dimensions);
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// TODO: Load the octree from a serialized or whatever file
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void Load(std::string octree_file_name);
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// I think the best way to transfer all of the data to the GPU. Each buffer will contain a set of blocks
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// except for the trunk buffer. The paper indicates that the cutoff point for the trunk can vary,
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// but since I'm going to do seperate buffers, I'm going to set a hard cutoff for the trunk so we
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// know when to switch buffers
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uint64_t *descriptor_buffer;
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uint64_t descriptor_buffer_position = buffer_size;
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uint32_t *attachment_lookup;
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uint64_t attachment_lookup_position = buffer_size;
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uint64_t *attachment_buffer;
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uint64_t attachment_buffer_position = buffer_size;
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unsigned int trunk_cutoff = 3;
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uint64_t root_index = 0;
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int page_header_counter = 0x8000;
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// Cheat and underflow to get the position
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uint64_t current_info_section_position = ((uint64_t)0)-1;
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uint64_t stack_pos = 0x8000;
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uint64_t global_pos = buffer_size - 50;
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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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OctState GetVoxel(sf::Vector3i position);
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void print_block(int block_pos);
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bool Validate(char* data, sf::Vector3i dimensions);
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private:
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std::tuple<uint64_t, uint64_t> GenerationRecursion(
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char* data, // raw octree data
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sf::Vector3i dimensions, // dimensions of the raw data
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sf::Vector3i pos, // position of this generation node
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unsigned int voxel_scale // the voxel scale of this node
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);
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char get1DIndexedVoxel(char* data, sf::Vector3i dimensions, sf::Vector3i position);
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std::vector<uint64_t> anchor_stack;
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unsigned int octree_voxel_dimension = 32;
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// (X, Y, Z) mask for the idx
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const uint8_t idx_set_x_mask = 0x1;
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const uint8_t idx_set_y_mask = 0x2;
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const uint8_t idx_set_z_mask = 0x4;
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// Mask for checking if valid or leaf
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const uint8_t mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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0x10, 0x20, 0x40, 0x80
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};
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// Mask for counting the previous valid bits
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const 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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// uint64_t manipulation masks
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const uint64_t child_pointer_mask = 0x0000000000007fff;
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const uint64_t far_bit_mask = 0x8000;
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const uint64_t valid_mask = 0xFF0000;
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const uint64_t leaf_mask = 0xFF000000;
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const uint64_t contour_pointer_mask = 0xFFFFFF00000000;
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const uint64_t contour_mask = 0xFF00000000000000;
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// ======= DEBUG ===========
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int counter = 0;
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std::stringstream output_stream;
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// =========================
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};
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