source: GTP/branches/IllumWPdeliver2008dec/IlluminationWP/demos/Standalone/PathMap [DirectX]/PathMapEffect.h @ 3255

Revision 3255, 8.8 KB checked in by szirmay, 15 years ago (diff)
Line 
1#pragma once
2#include <vector>
3#include "Parameters.h"
4#include "Vector.hpp"
5#include "Uniform.hpp"
6#include "Radion.hpp"
7#include "KDTree.hpp"
8#include "xmlParser.h"
9
10class Material;
11class TriangleMesh;
12class Transformed;
13class KDTree;
14class RenderStrategy;
15
16/*!
17\brief Main class for the PRM computation and usage application.
18This class encapsulates all resources needed for computing PRMs and
19using them in the final rendering. PRM resources may be generated,
20saved to files, or restored.
21*/
22class PathMapEffect
23{
24        int     NRADIONS;
25        int NCLUSTERS;
26        int DEPTHMAPRES;
27
28        int testClusterId;
29
30        friend class SubEntity;
31        friend class SubMesh;
32        friend class Entity;
33        friend class Mesh;
34        friend class DepthRenderStrategy;
35        friend class FinalCompositionRenderStrategy;
36
37        float clusterSweepCurrentIndex;         //!< test, cycling displayed entry point clusters
38
39        //! pointer to global user-adjustable application parameters object
40        static Parameters*              parameters;
41
42        //! pointer to main DX device
43        LPDIRECT3DDEVICE9               device;
44        //! pointer to main DX effect
45        LPD3DXEFFECT                    effect;
46
47        //! frame color buffer surface
48        //! saved before render-to-texture, and restored as the render target for the final rendering to the screen
49        LPDIRECT3DSURFACE9              frameColorBuffer;
50        //! frame depth buffer surface
51        //! saved before render-to-texture, and restored as the render target for the final rendering to the screen
52        LPDIRECT3DSURFACE9              frameDepthStencilBuffer;
53
54        LPDIRECT3DTEXTURE9              depthMapTexture;                                //!< depth map texture
55        LPDIRECT3DSURFACE9              depthMapDepthStencilBuffer;             //!< depth map texture's surface
56        LPDIRECT3DTEXTURE9              fakeTexture;                                    //!< depth map dummy render texture
57        LPDIRECT3DSURFACE9              fakeSurface;                                    //!< depth map dummy render surface
58
59        LPDIRECT3DVERTEXBUFFER9 starterVertexBuffer;                    //!< vertex buffer with entry point positions, for entry point visualization
60
61        LPDIRECT3DTEXTURE9              weightsTexture;                                 //!< render target texture to which current entry point weights are computed
62        LPDIRECT3DSURFACE9              weightsSurface;                                 //!< weights texture's surface
63    LPDIRECT3DTEXTURE9          sysMemWeightsTexture;                   //!< weights texture copy in system mem
64    LPDIRECT3DSURFACE9          sysMemWeightsSurface;                   //!< surface of weights texture copy in system mem
65        LPDIRECT3DTEXTURE9              radionTexture;                                  //!< texture containing entry point data, input for weight computation
66        LPDIRECT3DSURFACE9              radionSurface;                                  //!< entry point texture's surface
67
68        LPDIRECT3DTEXTURE9              aggrWeightsTexture;
69        LPDIRECT3DSURFACE9              aggrWeightsSurface;
70
71        KDTree* kdtree;         //!< the kd-tree that contains the scene geometry in raytraceable format
72
73        //! clever enum for supported final rendering methods
74        class Method{
75                unsigned int mid;
76                Method(unsigned int mid) {this->mid = mid;}
77                static const wchar_t * methodNames[10];
78        public:
79                Method(const Method& o) {mid = o.mid;}
80                const Method& operator=(const Method& o) {mid = o.mid; return *this;}
81                bool operator==(const Method& o) const {return mid == o.mid;}
82                bool operator!=(const Method& o) const {return mid != o.mid;}
83                const static Method PRM;
84                const static Method SHOWTEX;
85                const static Method LAST;
86                const Method& next() {mid = (mid + 1)%LAST.mid; return *this;}
87                const Method& prev() {mid = (mid + LAST.mid - 1)%LAST.mid; return *this;}
88                const wchar_t* getName() {return methodNames[mid];}
89        }method;
90public:
91        void nextMethod() {method.next();}
92        void prevMethod() {method.prev();}
93        const wchar_t* getCurrentMethodName();
94
95        //! camera
96        CFirstPersonCamera*                     camera;
97        //! primary light source (can be moved just like the real camera, and can be used as the camera)
98        CFirstPersonCamera*                     lightCamera;
99private:
100
101        //! xml data with material name -> texture reference
102        XMLNode xMaterials;
103
104        std::vector<Mesh*>      meshes;
105        //! vector of loaded textures (textures specified in mesh's material/bumpmap will be loaded here)
106        std::vector<LPDIRECT3DTEXTURE9> materialTextures;
107        std::vector<wchar_t*>   materialTextureFileNames;
108        //! vector of ray trace materials
109        std::vector<Material*>  rayTraceMaterials;
110
111        //! for materials with no texture we will render with this texture
112        LPDIRECT3DTEXTURE9              emptyTexture;
113
114        LPDIRECT3DTEXTURE9              shipBrdfTexture;
115        LPD3DXMESH                              shipMesh;
116        D3DXMATRIX                              shipPos;
117        D3DXMATRIX                              shipPosInverse;
118        int                                             cruiseLoop;
119        float                                   loopPos;
120
121        //! private method that loads a mesh and its textures
122        void loadMesh(DWORD fileType, LPCWSTR fileName, LPCWSTR ogreName, int prmAtlasSize, const char* name, int dividePcs, bool generateUV, bool generateTBN, unsigned int originalAtlasTexCoordIndex);
123
124        //! private method to load a texture
125        LPDIRECT3DTEXTURE9 loadTexture(LPCWSTR fileName, Material** rayTraceMaterial=NULL);
126
127        //! private method make a CPU Material out of a D3D texture
128        Material* createRayTraceMaterial(LPDIRECT3DTEXTURE9 texture);
129
130        //! release material texture resources
131        void releaseTextures();
132        //! release mesh resources
133        void releaseMeshes();
134        //! release entities
135        void releaseEntities();
136
137        //! struct that represents a virtual world object: a mesh and a model-world transformation matrix
138
139        //! renders a full screen quad, invoking the pixel shader for all pixels
140        //! used for rendering the environment map to the background
141        void renderFullScreen(float depth = 0.0f);
142
143        //! vector of virtual world objects
144        std::vector<Entity*> entities;
145public:
146        //! constructor: allocates all resources
147        PathMapEffect(LPDIRECT3DDEVICE9 device,
148                char* prmDirectory,
149                char* meshDirectory,
150                char* mediaDirectory,
151                char* levelFileName,
152                char* materialFileName,
153                bool segmentMeshes,
154                bool computePRM,
155                bool uniformSampling,
156                bool atlasGen,
157                unsigned int nEntryPoints,
158                unsigned int nClusters,
159                unsigned int depthMapResolution);
160
161        wchar_t prmDirectory[256];
162        wchar_t meshDirectory[256];
163        wchar_t mediaDirectory[256];
164        wchar_t levelFileName[256];
165        wchar_t materialFileName[256];
166        bool SEGMENTMESHES;
167        bool UNIFORMSAMPLING;
168
169        //! destructor: releases all resources
170        ~PathMapEffect(void);
171
172        //! renders the scene using the currently selected method
173        void render();
174
175        //! renders the scene, using the PRMs for indirect illumination
176        void renderWithPRM();
177
178        //! displays a part of a PRM texture
179//      void showPRMTexture();
180
181        //! moves the virtual world objects (camera, light)
182        void move(float fElapsedTime);
183
184        LRESULT handleMessage( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
185
186        //! adds controls for the user-adjustable application parameters
187        static void addUiParameters(Parameters* parameters);
188        static void setUiParameterDefaults(Parameters* parameters);
189
190        LPDIRECT3DDEVICE9 getDevice() {return device;}
191
192        const wchar_t* getWeightsString();
193private:
194        float* weights;                         //!< the array of averaged cluster weights
195        unsigned int* clusterLenghts;   //!< array thet contasins the number of entry points in every cluster (entry points are stored continously [bushStarters, starterVertexBuffer])
196
197        float sumSurfaceArea;                                   //!< summed surface area of all entities
198
199        void createPRMTextures();                               //!< allocates PRM resources for every entity
200
201        //! generates a random direction (cosine distribution) near a normal vector
202        static void sampleShootingDiffuseDirection(int depth, const Vector& normal, Vector& outDir);
203        //! generates a random direction an the unit sphere
204        static void sampleSphereDirection(Vector& outDir);
205       
206        //! finds a random entry point (all entities considered with equal probability)
207        void sampleSurfaceRadion(Radion& starter);
208        //! finds a random entry point (all entities considered with probability proporstional to surface area)
209        void sampleSurfaceRadionUniform(Radion& starter);
210
211        //! shoot virtual light sources from original entry point and add them to the vector
212        void shootRadionBush(Radion& starter, std::vector<Radion>& bushRadions);
213
214        //! sort radions into initial, uniform length clusters
215        int clusterRadions(Radion* partition, int psize, char axis);
216
217        //! use K-means clustering to cluster radions
218        void clusterRadionsKMeans();
219
220        //! perform computaions: generate entry points, render PRMs
221        void precompute();
222
223        int getNBushes() {return NRADIONS; }
224        int getNClusters() {return NCLUSTERS;}
225
226        //! entry points
227        std::vector<Radion> bushStarters;
228
229        int rayId;
230        Ray ray;
231        HitRec hitRec;
232
233        //! fill 'radionsTexture' from 'bushStarters'
234        void uploadRadions();
235        //! fill *pData (will point to locked 'starterVertexBuffer') from 'bushStarters'
236        void fillRadionPosArray(void* pData);
237
238public:
239        //! store all precomputed data for the scene in folder prm
240        void savePathMaps();
241        //! restore all precomputed data for the scene from folder prm
242        void loadPathMaps();
243
244        void exportEntityData();
245
246        void loadScene(const char* sceneFileName);
247        void saveScene(const char* sceneFileName);
248
249        void renderScene(const RenderStrategy& renderStrategy);
250
251        wchar_t* getCruiseLoop();
252};
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