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Voxel shader (initial impl.) #6
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WalkthroughThe recent updates to the repository include modifications to the Changes
Sequence Diagram(s)sequenceDiagram
participant User
participant DdaVoxelizer
participant Shader
participant Buffer
User ->> DdaVoxelizer: new()
DdaVoxelizer ->> Buffer: initialize()
User ->> DdaVoxelizer: add_triangle(triangle, shader)
DdaVoxelizer ->> Shader: apply_shader(triangle)
Shader ->> Buffer: update_with_voxels(triangle)
User ->> DdaVoxelizer: add_line(start, end, shader)
DdaVoxelizer ->> Shader: apply_shader(line)
Shader ->> Buffer: update_with_voxels(line)
User ->> DdaVoxelizer: finalize()
DdaVoxelizer ->> User: return buffer
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Actionable comments posted: 1
Outside diff range and nitpick comments (1)
src/voxelize.rs (1)
Line range hint
65-102
: Optimize thedraw_line
function.Consider optimizing the 3D DDA algorithm as suggested by the TODO comment. This could improve performance, especially for large datasets.
Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
Files selected for processing (5)
- .gitignore (1 hunks)
- Cargo.toml (1 hunks)
- README.md (1 hunks)
- examples/voxelize.rs (6 hunks)
- src/voxelize.rs (11 hunks)
Files skipped from review due to trivial changes (2)
- Cargo.toml
- README.md
Files skipped from review as they are similar to previous changes (2)
- .gitignore
- examples/voxelize.rs
Additional comments not posted (7)
src/voxelize.rs (7)
7-8
: Define theShader
trait and its implementation.This trait definition and its blanket implementation are well-defined, allowing any function matching the signature to be used as a shader. This is a flexible design that facilitates easy extension.
14-17
: Constructor method forDdaVoxelizer
.The
new
method correctly delegates todefault
, which is a common Rust pattern to keep initialization logic in one place.
21-24
: Default constructor forDdaVoxelizer
.The implementation of the
default
method is concise and clear, initializing thebuffer
with a new, emptyHashMap
.
29-30
: Add triangle method inDdaVoxelizer
.The method correctly uses the shader to fill the triangle. This maintains separation of concerns by delegating the voxelization logic to the shader.
33-39
: Add line method inDdaVoxelizer
.This method effectively uses the shader to draw a line between two points. The use of
Vec3::from_array
ensures type safety and clarity in converting arrays to vector types.
Line range hint
105-207
: Implementfill_triangle
function.The function is well-implemented with detailed logic for handling different cases of triangle rasterization. The use of vector operations and conditional logic is appropriate and seems efficient.
Line range hint
238-265
: Test cases forDdaVoxelizer
.The test cases are comprehensive and cover various scenarios including minimum polygons, square polygons, and complex shapes with holes. This is good practice to ensure the robustness of the voxelization logic.
Also applies to: 296-322, 362-389, 468-495
src/voxelize.rs
Outdated
fn put_voxel<V: Clone>( | ||
buffer: &mut HashMap<[i32; 3], V>, | ||
position: glam::IVec3, | ||
shader: impl Shader<V>, | ||
) { | ||
let position = position.to_array(); | ||
let weight = [1., 0., 0.]; // FIXME: not impletmented yet | ||
match buffer.entry(position) { | ||
Entry::Occupied(mut v) => { | ||
let v = v.get_mut(); | ||
*v = shader(Some(v), position, weight); | ||
} | ||
Entry::Vacant(v) => { | ||
v.insert(shader(None, position, weight)); | ||
} | ||
} | ||
} |
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Implement put_voxel
function.
- let weight = [1., 0., 0.]; // FIXME: not implemented yet
+ let weight = calculate_weight(position, some_other_params); // Replace with actual weight calculation logic
The FIXME
comment indicates that the weight calculation is not implemented. It's crucial to replace the placeholder with actual logic to ensure the shader function works correctly.
Committable suggestion was skipped due to low confidence.
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Actionable comments posted: 2
Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
Files selected for processing (2)
- examples/voxelize.rs (6 hunks)
- src/voxelize.rs (11 hunks)
Additional comments not posted (7)
examples/voxelize.rs (4)
10-10
: Updated import to usepalette::FromColor
instead ofhashbrown::HashMap
.This change aligns with the new functionality to handle color calculations within the voxelization process.
18-21
: Adjusted vertices defining the exterior of a shape.Ensure that these new coordinates correctly represent the intended geometry of the shape.
39-39
: Initialization ofDdaVoxelizer
without parameters.This simplifies the instantiation process, assuming default values are properly set within the
DdaVoxelizer
itself.
134-205
: Significant changes in handling voxel positions and colors, including adjustments to buffer sizes and the glTF JSON structure.These changes are necessary to accommodate the new data representation. Ensure that the buffer sizes and JSON structure are correctly calculated and validated.
src/voxelize.rs (3)
5-8
: Introduced aShader
trait to encapsulate shader functionality.This is a good use of Rust's trait system to abstract shader behavior, making the voxelizer more flexible and reusable.
Line range hint
65-102
: Enhanceddraw_line
method to incorporate shader functionality.This modification integrates the shader directly into the line drawing process, allowing for more complex voxel manipulations based on the shader's output.
Line range hint
105-225
: Refined thefill_triangle
method to use the shader for filling triangles.This change ensures that the shader's logic is consistently applied across different geometric primitives, which is crucial for maintaining visual consistency in the voxelization output.
voxelizer.add_triangle( | ||
&[ | ||
buf3d[index[0] as usize], | ||
buf3d[index[1] as usize], | ||
buf3d[index[2] as usize], | ||
], | ||
&|_current_value, [x, y, z], _vertex_weight| { | ||
let [x, y, z] = [x as f32, y as f32, z as f32]; | ||
let color_lab = palette::Okhsl::new( | ||
x.atan2(z).to_degrees(), | ||
1.0 - (x * x + z * z) / 2500., | ||
y / 90. + 0.5, | ||
); | ||
let color_srgb = palette::Srgb::from_color(color_lab); | ||
[color_srgb.red, color_srgb.green, color_srgb.blue] | ||
}, | ||
); |
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Refactored add_triangle
method to accept a closure for color calculation.
This change enhances flexibility by allowing dynamic color calculations. However, consider encapsulating color calculation logic into a separate function or module for better maintainability.
fn put_voxel<V: Clone>( | ||
buffer: &mut HashMap<[i32; 3], V>, | ||
position: glam::IVec3, | ||
shader: impl Shader<V>, | ||
) { | ||
let position = position.to_array(); | ||
let weight = [1., 0., 0.]; // FIXME: not impletmented yet | ||
match buffer.entry(position) { | ||
Entry::Occupied(mut v) => { | ||
let v = v.get_mut(); | ||
*v = shader(Some(v), position, weight); | ||
} | ||
Entry::Vacant(v) => { | ||
v.insert(shader(None, position, weight)); | ||
} |
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Updated put_voxel
function to manage voxel insertion based on a shader function.
- let weight = [1., 0., 0.]; // FIXME: not implemented yet
+ let weight = calculate_weight(position, some_other_params); // Replace with actual weight calculation logic
The FIXME
comment indicates that the weight calculation is not implemented. It's crucial to replace the placeholder with actual logic to ensure the shader function works correctly.
Committable suggestion was skipped due to low confidence.
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Actionable comments posted: 0
Review details
Configuration used: CodeRabbit UI
Review profile: CHILL
Files selected for processing (1)
- Cargo.toml (3 hunks)
Additional comments not posted (3)
Cargo.toml (3)
3-3
: Version update to "0.2.0-alpha.1" seems appropriate for the significant feature addition of the voxel shader.
12-12
: Removal of[profile.release]
settings (lto
,codegen-units
,panic
). Please clarify the rationale behind this change and ensure it does not adversely affect performance or error handling in production.
12-12
: Updatedglam
to "0.28" and addedpalette
"0.7.6". Ensure compatibility and integration tests with the existing codebase.Also applies to: 22-22
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LGTM!
### Description(変更内容) - ボクセルに任意の値を持たせられるようになった MIERUNE/dda-voxelize-rs#6 ので、それを利用する。 - → 地物ごとにボクセライザを作る必要がなくなる。 - 上記のデモも兼ねて、Thematic surfaces の類(壁とか屋根とか窓とか)で塗り分けられるように変更する。 - ボクセライズアルゴリズムの都合で、窓より外側に壁が塗られてしまうこともある、などの問題はありますが、これの回避は難しそう。 ![Untitled](https://github.com/MIERUNE/plateau-gis-converter/assets/5351911/150016c4-955e-4c8c-a55d-6ae798b8bbeb)
rel: #5
Summary by CodeRabbit
New Features
palette
version0.7.6
for enhanced color management.glam
dependency to version0.28
for improved performance and features.Bug Fixes
Chores
.gitignore
to exclude.DS_Store
files.Cargo.toml
.