[2197] | 1 | #pragma once
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| 2 | #include <vector>
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| 3 | #include "Parameters.h"
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| 4 | #include "Vector.hpp"
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| 5 | #include "Uniform.hpp"
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| 6 | #include "Radion.hpp"
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| 7 | #include "KDTree.hpp"
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| 8 | #include "xmlParser.h"
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| 9 |
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| 10 | class Material;
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| 11 | class TriangleMesh;
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| 12 | class Transformed;
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| 13 | class KDTree;
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| 14 | class RenderStrategy;
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| 15 |
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| 16 | /*!
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| 17 | \brief Main class for the PRM computation and usage application.
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| 18 | This class encapsulates all resources needed for computing PRMs and
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| 19 | using them in the final rendering. PRM resources may be generated,
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| 20 | saved to files, or restored.
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| 21 | */
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| 22 | class PathMapEffect
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| 23 | {
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| 24 | int NRADIONS;
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| 25 | int NCLUSTERS;
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| 26 | int DEPTHMAPRES;
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| 27 |
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| 28 | int testClusterId;
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| 29 |
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| 30 | friend class SubEntity;
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| 31 | friend class SubMesh;
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| 32 | friend class Entity;
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| 33 | friend class Mesh;
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| 34 | friend class DepthRenderStrategy;
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| 35 | friend class FinalCompositionRenderStrategy;
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| 36 |
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| 37 | float clusterSweepCurrentIndex; //!< test, cycling displayed entry point clusters
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| 38 |
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| 39 | //! pointer to global user-adjustable application parameters object
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| 40 | static Parameters* parameters;
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| 41 |
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| 42 | //! pointer to main DX device
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| 43 | LPDIRECT3DDEVICE9 device;
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| 44 | //! pointer to main DX effect
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| 45 | LPD3DXEFFECT effect;
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| 46 |
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| 47 | //! frame color buffer surface
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| 48 | //! saved before render-to-texture, and restored as the render target for the final rendering to the screen
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| 49 | LPDIRECT3DSURFACE9 frameColorBuffer;
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| 50 | //! frame depth buffer surface
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| 51 | //! saved before render-to-texture, and restored as the render target for the final rendering to the screen
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| 52 | LPDIRECT3DSURFACE9 frameDepthStencilBuffer;
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| 53 |
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| 54 | LPDIRECT3DTEXTURE9 depthMapTexture; //!< depth map texture
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| 55 | LPDIRECT3DSURFACE9 depthMapDepthStencilBuffer; //!< depth map texture's surface
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| 56 | LPDIRECT3DTEXTURE9 fakeTexture; //!< depth map dummy render texture
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| 57 | LPDIRECT3DSURFACE9 fakeSurface; //!< depth map dummy render surface
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| 58 |
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| 59 | LPDIRECT3DVERTEXBUFFER9 starterVertexBuffer; //!< vertex buffer with entry point positions, for entry point visualization
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| 60 |
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| 61 | LPDIRECT3DTEXTURE9 weightsTexture; //!< render target texture to which current entry point weights are computed
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| 62 | LPDIRECT3DSURFACE9 weightsSurface; //!< weights texture's surface
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| 63 | LPDIRECT3DTEXTURE9 sysMemWeightsTexture; //!< weights texture copy in system mem
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| 64 | LPDIRECT3DSURFACE9 sysMemWeightsSurface; //!< surface of weights texture copy in system mem
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| 65 | LPDIRECT3DTEXTURE9 radionTexture; //!< texture containing entry point data, input for weight computation
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| 66 | LPDIRECT3DSURFACE9 radionSurface; //!< entry point texture's surface
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| 67 |
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[2212] | 68 | LPDIRECT3DTEXTURE9 aggrWeightsTexture;
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| 69 | LPDIRECT3DSURFACE9 aggrWeightsSurface;
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| 70 |
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[2197] | 71 | KDTree* kdtree; //!< the kd-tree that contains the scene geometry in raytraceable format
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| 72 |
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| 73 | //! clever enum for supported final rendering methods
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| 74 | class Method{
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| 75 | unsigned int mid;
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| 76 | Method(unsigned int mid) {this->mid = mid;}
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| 77 | static const wchar_t * methodNames[10];
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| 78 | public:
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| 79 | Method(const Method& o) {mid = o.mid;}
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| 80 | const Method& operator=(const Method& o) {mid = o.mid; return *this;}
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| 81 | bool operator==(const Method& o) const {return mid == o.mid;}
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| 82 | bool operator!=(const Method& o) const {return mid != o.mid;}
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| 83 | const static Method PRM;
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| 84 | const static Method SHOWTEX;
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| 85 | const static Method LAST;
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| 86 | const Method& next() {mid = (mid + 1)%LAST.mid; return *this;}
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| 87 | const Method& prev() {mid = (mid + LAST.mid - 1)%LAST.mid; return *this;}
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| 88 | const wchar_t* getName() {return methodNames[mid];}
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| 89 | }method;
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| 90 | public:
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| 91 | void nextMethod() {method.next();}
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| 92 | void prevMethod() {method.prev();}
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| 93 | const wchar_t* getCurrentMethodName();
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| 94 |
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| 95 | //! camera
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| 96 | CFirstPersonCamera* camera;
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| 97 | //! primary light source (can be moved just like the real camera, and can be used as the camera)
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| 98 | CFirstPersonCamera* lightCamera;
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| 99 | private:
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| 100 |
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| 101 | //! xml data with material name -> texture reference
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| 102 | XMLNode xMaterials;
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| 103 |
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| 104 | std::vector<Mesh*> meshes;
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| 105 | //! vector of loaded textures (textures specified in mesh's material/bumpmap will be loaded here)
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| 106 | std::vector<LPDIRECT3DTEXTURE9> materialTextures;
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| 107 | std::vector<wchar_t*> materialTextureFileNames;
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| 108 | //! vector of ray trace materials
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| 109 | std::vector<Material*> rayTraceMaterials;
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| 110 |
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| 111 | //! for materials with no texture we will render with this texture
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| 112 | LPDIRECT3DTEXTURE9 emptyTexture;
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| 113 |
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[2304] | 114 | LPDIRECT3DTEXTURE9 shipBrdfTexture;
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| 115 | LPD3DXMESH shipMesh;
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| 116 | D3DXMATRIX shipPos;
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| 117 | D3DXMATRIX shipPosInverse;
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| 118 | int cruiseLoop;
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| 119 | float loopPos;
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| 120 |
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[2197] | 121 | //! private method that loads a mesh and its textures
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[2304] | 122 | void loadMesh(DWORD fileType, LPCWSTR fileName, LPCWSTR ogreName, int prmAtlasSize, const char* name, int dividePcs, bool generateUV, bool generateTBN, unsigned int originalAtlasTexCoordIndex);
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[2197] | 123 |
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| 124 | //! private method to load a texture
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| 125 | LPDIRECT3DTEXTURE9 loadTexture(LPCWSTR fileName, Material** rayTraceMaterial=NULL);
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| 126 |
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| 127 | //! private method make a CPU Material out of a D3D texture
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| 128 | Material* createRayTraceMaterial(LPDIRECT3DTEXTURE9 texture);
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| 129 |
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| 130 | //! release material texture resources
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| 131 | void releaseTextures();
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| 132 | //! release mesh resources
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| 133 | void releaseMeshes();
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| 134 | //! release entities
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| 135 | void releaseEntities();
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| 136 |
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| 137 | //! struct that represents a virtual world object: a mesh and a model-world transformation matrix
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| 138 |
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| 139 | //! renders a full screen quad, invoking the pixel shader for all pixels
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| 140 | //! used for rendering the environment map to the background
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| 141 | void renderFullScreen(float depth = 0.0f);
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| 142 |
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| 143 | //! vector of virtual world objects
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| 144 | std::vector<Entity*> entities;
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| 145 | public:
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| 146 | //! constructor: allocates all resources
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| 147 | PathMapEffect(LPDIRECT3DDEVICE9 device,
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| 148 | char* prmDirectory,
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| 149 | char* meshDirectory,
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| 150 | char* mediaDirectory,
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| 151 | char* levelFileName,
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| 152 | char* materialFileName,
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| 153 | bool segmentMeshes,
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| 154 | bool computePRM,
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[2304] | 155 | bool uniformSampling,
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| 156 | bool atlasGen,
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[2197] | 157 | unsigned int nEntryPoints,
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| 158 | unsigned int nClusters,
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| 159 | unsigned int depthMapResolution);
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| 160 |
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| 161 | wchar_t prmDirectory[256];
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| 162 | wchar_t meshDirectory[256];
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| 163 | wchar_t mediaDirectory[256];
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| 164 | wchar_t levelFileName[256];
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| 165 | wchar_t materialFileName[256];
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| 166 | bool SEGMENTMESHES;
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[2304] | 167 | bool UNIFORMSAMPLING;
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[2197] | 168 |
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| 169 | //! destructor: releases all resources
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| 170 | ~PathMapEffect(void);
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| 171 |
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| 172 | //! renders the scene using the currently selected method
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| 173 | void render();
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| 174 |
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| 175 | //! renders the scene, using the PRMs for indirect illumination
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| 176 | void renderWithPRM();
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| 177 |
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| 178 | //! displays a part of a PRM texture
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| 179 | // void showPRMTexture();
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| 180 |
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| 181 | //! moves the virtual world objects (camera, light)
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| 182 | void move(float fElapsedTime);
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| 183 |
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| 184 | LRESULT handleMessage( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
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| 185 |
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| 186 | //! adds controls for the user-adjustable application parameters
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| 187 | static void addUiParameters(Parameters* parameters);
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| 188 | static void setUiParameterDefaults(Parameters* parameters);
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| 189 |
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| 190 | LPDIRECT3DDEVICE9 getDevice() {return device;}
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| 191 |
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| 192 | const wchar_t* getWeightsString();
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| 193 | private:
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| 194 | float* weights; //!< the array of averaged cluster weights
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| 195 | unsigned int* clusterLenghts; //!< array thet contasins the number of entry points in every cluster (entry points are stored continously [bushStarters, starterVertexBuffer])
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| 196 |
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| 197 | float sumSurfaceArea; //!< summed surface area of all entities
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| 198 |
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| 199 | void createPRMTextures(); //!< allocates PRM resources for every entity
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| 200 |
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| 201 | //! generates a random direction (cosine distribution) near a normal vector
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| 202 | static void sampleShootingDiffuseDirection(int depth, const Vector& normal, Vector& outDir);
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| 203 | //! generates a random direction an the unit sphere
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| 204 | static void sampleSphereDirection(Vector& outDir);
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| 205 |
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| 206 | //! finds a random entry point (all entities considered with equal probability)
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| 207 | void sampleSurfaceRadion(Radion& starter);
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| 208 | //! finds a random entry point (all entities considered with probability proporstional to surface area)
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| 209 | void sampleSurfaceRadionUniform(Radion& starter);
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| 210 |
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| 211 | //! shoot virtual light sources from original entry point and add them to the vector
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| 212 | void shootRadionBush(Radion& starter, std::vector<Radion>& bushRadions);
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| 213 |
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| 214 | //! sort radions into initial, uniform length clusters
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| 215 | int clusterRadions(Radion* partition, int psize, char axis);
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| 216 |
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| 217 | //! use K-means clustering to cluster radions
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| 218 | void clusterRadionsKMeans();
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| 219 |
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| 220 | //! perform computaions: generate entry points, render PRMs
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| 221 | void precompute();
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| 222 |
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| 223 | int getNBushes() {return NRADIONS; }
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| 224 | int getNClusters() {return NCLUSTERS;}
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| 225 |
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| 226 | //! entry points
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| 227 | std::vector<Radion> bushStarters;
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| 228 |
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| 229 | int rayId;
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| 230 | Ray ray;
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| 231 | HitRec hitRec;
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| 232 |
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| 233 | //! fill 'radionsTexture' from 'bushStarters'
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| 234 | void uploadRadions();
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| 235 | //! fill *pData (will point to locked 'starterVertexBuffer') from 'bushStarters'
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| 236 | void fillRadionPosArray(void* pData);
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| 237 |
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| 238 | public:
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| 239 | //! store all precomputed data for the scene in folder prm
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| 240 | void savePathMaps();
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| 241 | //! restore all precomputed data for the scene from folder prm
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| 242 | void loadPathMaps();
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| 243 |
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| 244 | void exportEntityData();
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| 245 |
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| 246 | void loadScene(const char* sceneFileName);
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| 247 | void saveScene(const char* sceneFileName);
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| 248 |
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| 249 | void renderScene(const RenderStrategy& renderStrategy);
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[2304] | 250 |
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| 251 | wchar_t* getCruiseLoop();
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[2197] | 252 | };
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