/******************************************************************************* * The MIT License (MIT) * * Copyright (c) 2015 David Williams and Matthew Williams * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. *******************************************************************************/ #ifndef __PolyVox_PagedVolume_H__ #define __PolyVox_PagedVolume_H__ #include "BaseVolume.h" #include "Region.h" #include "Vector.h" #include #include //For abort() #include //For memcpy #include #include #include #include #include //For invalid_argument #include namespace PolyVox { /// The PagedVolume class provides a memory efficient method of storing voxel data while also allowing fast access and modification. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /// A PagedVolume is essentially a 3D array in which each element (or voxel) is identified by a three dimensional (x,y,z) coordinate. /// We use the PagedVolume class to store our data in an efficient way, and it is the input to many of the algorithms (such as the surface /// extractors) which form the heart of PolyVox. The PagedVolume class is templatised so that different types of data can be stored within each voxel. /// /// Basic usage /// ----------- /// /// The following code snippet shows how to construct a volume and demonstrates basic usage: /// /// \code /// PagedVolume volume(Region(Vector3DInt32(0,0,0), Vector3DInt32(63,127,255))); /// volume.setVoxel(15, 90, 42, int(5)); /// std::cout << "Voxel at (15, 90, 42) has value: " << volume.getVoxel(15, 90, 42) << std::endl; /// std::cout << "Width = " << volume.getWidth() << ", Height = " << volume.getHeight() << ", Depth = " << volume.getDepth() << std::endl; /// \endcode /// /// The PagedVolume constructor takes a Region as a parameter. This specifies the valid range of voxels which can be held in the volume, so in this /// particular case the valid voxel positions are (0,0,0) to (63, 127, 255). The result of attempts to access voxels outside this range will result /// are defined by the WrapMode). PolyVox also has support for near infinite volumes which will be discussed later. /// /// Access to individual voxels is provided via the setVoxel() and getVoxel() member functions. Advanced users may also be interested in /// the Sampler nested class for faster read-only access to a large number of voxels. /// /// Lastly the example prints out some properties of the PagedVolume. Note that the dimentsions getWidth(), getHeight(), and getDepth() are inclusive, such /// that the width is 64 when the range of valid x coordinates goes from 0 to 63. /// /// Data Representaion /// ------------------ /// If stored carelessly, volume data can take up a huge amount of memory. For example, a volume of dimensions 1024x1024x1024 with /// 1 byte per voxel will require 1GB of memory if stored in an uncompressed form. Natuarally our PagedVolume class is much more efficient /// than this and it is worth understanding (at least at a high level) the approach which is used. /// /// Essentially, the PagedVolume class stores its data as a collection of chunks. Each of these chunk is much smaller than the whole volume, /// for example a typical size might be 32x32x32 voxels (though is is configurable by the user). In this case, a 256x512x1024 volume /// would contain 8x16x32 = 4096 chunks. Typically these chunks do not need to all be in memory all the time, and the Pager class can /// be used to control how they are loaded and unloaded. This mechanism allows a /// potentially unlimited amount of data to be loaded, provided the user is able to take responsibility for storing any data which PolyVox /// cannot fit in memory, and then returning it back to PolyVox on demand. For example, the user might choose to temporarily store this data /// on disk or stream it to a remote database. /// /// Essentially you are providing an extension to the PagedVolume class - a way for data to be stored once PolyVox has run out of memory for it. Note /// that you don't actually have to do anything with the data - you could simply decide that once it gets removed from memory it doesn't matter /// anymore. /// /// Cache-aware traversal /// --------------------- /// *NOTE: This needs updating for PagedVolume rather than the old LargeVolume* /// You might be suprised at just how many cache misses can occur when you traverse the volume in a naive manner. Consider a 1024x1024x1024 volume /// with chunks of size 32x32x32. And imagine you iterate over this volume with a simple three-level for loop which iterates over x, the y, then z. /// If you start at position (0,0,0) then ny the time you reach position (1023,0,0) you have touched 1024 voxels along one edge of the volume and /// have pulled 32 chunks into the cache. By the time you reach (1023,1023,0) you have hit 1024x1024 voxels and pulled 32x32 chunks into the cache. /// You are now ready to touch voxel (0,0,1) which is right next to where you started, but unless your cache is at least 32x32 chunks large then this /// initial chunk has already been cleared from the cache. /// /// Ensuring you have a large enough cache size can obviously help the above situation, but you might also consider iterating over the voxels in a /// different order. For example, if you replace your three-level loop with a six-level loop then you can first process all the voxels between (0,0,0) /// and (31,31,31), then process all the voxels between (32,0,0) and (63,0,0), and so forth. Using this approach you will have no cache misses even /// is your cache size is only one. Of course the logic is more complex, but writing code in such a cache-aware manner may be beneficial in some situations. /// /// Threading /// --------- /// The PagedVolume class does not make any guarentees about thread safety. You should ensure that all accesses are performed from the same thread. /// This is true even if you are only reading data from the volume, as concurrently reading from different threads can invalidate the contents /// of the chunk cache (amoung other problems). //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// template class PagedVolume : public BaseVolume { public: /// The PagedVolume stores it data as a set of Chunk instances which can be loaded and unloaded as memory requirements dictate. class Chunk; /// The Pager class is responsible for the loading and unloading of Chunks, and can be overridden by the user. class Pager; class Chunk { friend class PagedVolume; public: Chunk(Vector3DInt32 v3dPosition, uint16_t uSideLength, Pager* pPager = nullptr); ~Chunk(); VoxelType* getData(void) const; uint32_t getDataSizeInBytes(void) const; VoxelType getVoxel(uint32_t uXPos, uint32_t uYPos, uint32_t uZPos) const; VoxelType getVoxel(const Vector3DUint16& v3dPos) const; void setVoxel(uint32_t uXPos, uint32_t uYPos, uint32_t uZPos, VoxelType tValue); void setVoxel(const Vector3DUint16& v3dPos, VoxelType tValue); void changeLinearOrderingToMorton(void); void changeMortonOrderingToLinear(void); private: /// Private copy constructor to prevent accisdental copying Chunk(const Chunk& /*rhs*/) {}; /// Private assignment operator to prevent accisdental copying Chunk& operator=(const Chunk& /*rhs*/) {}; // This is updated by the PagedVolume and used to discard the least recently used chunks. uint32_t m_uChunkLastAccessed; // This is so we can tell whether a uncompressed chunk has to be recompressed and whether // a compressed chunk has to be paged back to disk, or whether they can just be discarded. bool m_bDataModified; uint32_t calculateSizeInBytes(void); static uint32_t calculateSizeInBytes(uint32_t uSideLength); VoxelType* m_tData; uint16_t m_uSideLength; uint8_t m_uSideLengthPower; Pager* m_pPager; // Note: Do we really need to store this position here as well as in the block maps? Vector3DInt32 m_v3dChunkSpacePosition; }; /** * Users can override this class and provide an instance of the derived class to the PagedVolume constructor. This derived class * could then perform tasks such as compression and decompression of the data, and read/writing it to a file, database, network, * or other storage as appropriate. See FilePager for a simple example of such a derived class. */ class Pager { public: /// Constructor Pager() {}; /// Destructor virtual ~Pager() {}; virtual void pageIn(const Region& region, Chunk* pChunk) = 0; virtual void pageOut(const Region& region, Chunk* pChunk) = 0; }; //There seems to be some descrepency between Visual Studio and GCC about how the following class should be declared. //There is a work around (see also See http://goo.gl/qu1wn) given below which appears to work on VS2010 and GCC, but //which seems to cause internal compiler errors on VS2008 when building with the /Gm 'Enable Minimal Rebuild' compiler //option. For now it seems best to 'fix' it with the preprocessor insstead, but maybe the workaround can be reinstated //in the future //typedef Volume VolumeOfVoxelType; //Workaround for GCC/VS2010 differences. //class Sampler : public VolumeOfVoxelType::template Sampler< PagedVolume > #ifndef SWIG #if defined(_MSC_VER) class Sampler : public BaseVolume::Sampler< PagedVolume > //This line works on VS2010 #else class Sampler : public BaseVolume::template Sampler< PagedVolume > //This line works on GCC #endif { public: Sampler(PagedVolume* volume); ~Sampler(); inline VoxelType getVoxel(void) const; void setPosition(const Vector3DInt32& v3dNewPos); void setPosition(int32_t xPos, int32_t yPos, int32_t zPos); inline bool setVoxel(VoxelType tValue); void movePositiveX(void); void movePositiveY(void); void movePositiveZ(void); void moveNegativeX(void); void moveNegativeY(void); void moveNegativeZ(void); inline VoxelType peekVoxel1nx1ny1nz(void) const; inline VoxelType peekVoxel1nx1ny0pz(void) const; inline VoxelType peekVoxel1nx1ny1pz(void) const; inline VoxelType peekVoxel1nx0py1nz(void) const; inline VoxelType peekVoxel1nx0py0pz(void) const; inline VoxelType peekVoxel1nx0py1pz(void) const; inline VoxelType peekVoxel1nx1py1nz(void) const; inline VoxelType peekVoxel1nx1py0pz(void) const; inline VoxelType peekVoxel1nx1py1pz(void) const; inline VoxelType peekVoxel0px1ny1nz(void) const; inline VoxelType peekVoxel0px1ny0pz(void) const; inline VoxelType peekVoxel0px1ny1pz(void) const; inline VoxelType peekVoxel0px0py1nz(void) const; inline VoxelType peekVoxel0px0py0pz(void) const; inline VoxelType peekVoxel0px0py1pz(void) const; inline VoxelType peekVoxel0px1py1nz(void) const; inline VoxelType peekVoxel0px1py0pz(void) const; inline VoxelType peekVoxel0px1py1pz(void) const; inline VoxelType peekVoxel1px1ny1nz(void) const; inline VoxelType peekVoxel1px1ny0pz(void) const; inline VoxelType peekVoxel1px1ny1pz(void) const; inline VoxelType peekVoxel1px0py1nz(void) const; inline VoxelType peekVoxel1px0py0pz(void) const; inline VoxelType peekVoxel1px0py1pz(void) const; inline VoxelType peekVoxel1px1py1nz(void) const; inline VoxelType peekVoxel1px1py0pz(void) const; inline VoxelType peekVoxel1px1py1pz(void) const; private: //Other current position information VoxelType* mCurrentVoxel; uint16_t m_uXPosInChunk; uint16_t m_uYPosInChunk; uint16_t m_uZPosInChunk; // This should ideally be const, but that prevent automatic generation of an assignment operator (https://goo.gl/Sn7KpZ). // We could provide one manually, but it's currently unused so there is no real test for if it works. I'm putting // together a new release at the moment so I'd rathern not make 'risky' changes. uint16_t m_uChunkSideLengthMinusOne; }; #endif // SWIG public: /// Constructor for creating a fixed size volume. PagedVolume(Pager* pPager, uint32_t uTargetMemoryUsageInBytes = 256 * 1024 * 1024, uint16_t uChunkSideLength = 32); /// Destructor ~PagedVolume(); /// Gets a voxel at the position given by x,y,z coordinates VoxelType getVoxel(int32_t uXPos, int32_t uYPos, int32_t uZPos) const; /// Gets a voxel at the position given by a 3D vector VoxelType getVoxel(const Vector3DInt32& v3dPos) const; /// Sets the voxel at the position given by x,y,z coordinates void setVoxel(int32_t uXPos, int32_t uYPos, int32_t uZPos, VoxelType tValue); /// Sets the voxel at the position given by a 3D vector void setVoxel(const Vector3DInt32& v3dPos, VoxelType tValue); /// Tries to ensure that the voxels within the specified Region are loaded into memory. void prefetch(Region regPrefetch); /// Ensures that any voxels within the specified Region are removed from memory. //void flush(Region regFlush); /// Removes all voxels from memory void flushAll(); /// Calculates approximatly how many bytes of memory the volume is currently using. uint32_t calculateSizeInBytes(void); protected: /// Copy constructor PagedVolume(const PagedVolume& rhs); /// Assignment operator PagedVolume& operator=(const PagedVolume& rhs); private: bool canReuseLastAccessedChunk(int32_t iChunkX, int32_t iChunkY, int32_t iChunkZ) const; Chunk* getChunk(int32_t uChunkX, int32_t uChunkY, int32_t uChunkZ) const; // Storing these properties individually has proved to be faster than keeping // them in a Vector3DInt32 as it avoids constructions and comparison overheads. // They are also at the start of the class in the hope that they will be pulled // into cache - I've got no idea if this actually makes a difference. mutable int32_t m_v3dLastAccessedChunkX = 0; mutable int32_t m_v3dLastAccessedChunkY = 0; mutable int32_t m_v3dLastAccessedChunkZ = 0; mutable Chunk* m_pLastAccessedChunk = nullptr; mutable uint32_t m_uTimestamper = 0; uint32_t m_uChunkCountLimit = 0; // Chunks are stored in the following array which is used as a hash-table. Conventional wisdom is that such a hash-table // should not be more than half full to avoid conflicts, and a practical chunk size seems to be 64^3. With this configuration // there can be up to 32768*64^3 = 8 gigavoxels (with each voxel perhaps being many bytes). This should effectively make use // of even high end machines. Of course, the user can choose to limit the memory usage in which case much less of the chunk // array will actually be used. None-the-less, we have chosen to use a fixed size array (rather than a vector) as it appears to // be slightly faster (probably due to the extra pointer indirection in a vector?) and the actual size of this array should // just be 1Mb or so. static const uint32_t uChunkArraySize = 65536; mutable std::unique_ptr< Chunk > m_arrayChunks[uChunkArraySize]; // The size of the chunks uint16_t m_uChunkSideLength; uint8_t m_uChunkSideLengthPower; int32_t m_iChunkMask; Pager* m_pPager = nullptr; }; } #include "PagedVolume.inl" #include "PagedVolumeChunk.inl" #include "PagedVolumeSampler.inl" #endif //__PolyVox_PagedVolume_H__