1 | #ifndef __BEAM_H
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2 | #define __BEAM_H
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3 |
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4 | #include <vector>
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5 | #include "AxisAlignedBox3.h"
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6 | #include "Statistics.h"
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7 |
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8 | using namespace std;
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9 |
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10 | class KdNode;
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11 | class Intersectable;
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12 | class Mesh;
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13 |
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14 | // the values need for rss tree update computed already inside the glrendererbuffer
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15 | // not all of them need to be computed
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16 | class BeamSampleStatistics: public StatisticsBase
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17 | {
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18 | public:
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19 | enum {COMPUTE_PVS_SIZE, COMPUTE_RAY_CONTRIBUTIONS, COMPUTE_PVS_ENTROPY};
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20 | int flags;
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21 |
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22 | BeamSampleStatistics(): flags(COMPUTE_RAY_CONTRIBUTIONS)
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23 | {
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24 | Reset();
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25 | }
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26 |
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27 | float pvsSize;
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28 | float rays;
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29 | float rayContributions;
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30 | float pvsEntropy;
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31 | float rayLengthEntropy;
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32 | float importance;
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33 |
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34 | float weightedRayContribution;
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35 |
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36 | void Reset()
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37 | {
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38 | pvsSize = 0;
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39 | rays = 0;
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40 | rayContributions = 0;
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41 | pvsEntropy = 0;
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42 | rayLengthEntropy = 0;
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43 | importance = 0;
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44 | }
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45 |
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46 | void Print(ostream &app) const;
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47 |
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48 | friend ostream &operator<<(ostream &s, const BeamSampleStatistics &stat)
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49 | {
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50 | stat.Print(s);
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51 | return s;
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52 | }
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53 | };
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54 |
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55 |
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56 | class Beam {
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57 |
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58 | public:
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59 | enum {STORE_KD_NODES=1, STORE_OBJECTS=2, STORE_VIEW_CELLS, VALID=8};
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60 | int mFlags;
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61 |
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62 | // list of nodes intersected by the frustum
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63 | vector<KdNode *> mKdNodes;
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64 | // list of objects intersected by the frustum
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65 | ObjectContainer mObjects;
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66 | // view cells intersected by frustum
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67 | ViewCellContainer mViewCells;
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68 |
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69 | // spatial box
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70 | AxisAlignedBox3 mBox;
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71 | // directional box (it is actually a 2D box - only x and y ranges are valid)
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72 | // directional parametrization according to VssRay::GetDirParametrization
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73 | AxisAlignedBox3 mDirBox;
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74 |
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75 | vector<Plane3> mPlanes;
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76 |
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77 | Mesh *mMesh;
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78 |
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79 | /** Constructs a beam from a spatial and a directional box.
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80 | */
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81 | void Construct(const AxisAlignedBox3 &box,
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82 | const AxisAlignedBox3 &dBox);
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83 |
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84 | /** Computes parameters for glFrustum.
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85 | */
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86 | void ComputePerspectiveFrustum(float &left, float &right,
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87 | float &bottom, float &top,
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88 | float &near, float &far,
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89 | const AxisAlignedBox3 &sceneBBox) const;
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90 |
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91 | /** Computes parameters for glOrtho.
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92 | */
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93 | void ComputeOrthoFrustum(float &left, float &right,
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94 | float &bottom, float &top,
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95 | float &near, float &far,
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96 | const AxisAlignedBox3 &sceneBBox) const;
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97 |
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98 | int ComputeIntersection(const AxisAlignedBox3 &box);
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99 |
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100 | Vector3 GetMainDirection() const;
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101 |
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102 | bool IsValid() { return mFlags & VALID; }
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103 | bool SetValid() { return mFlags |= VALID; }
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104 |
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105 | Beam():mFlags(STORE_KD_NODES+STORE_OBJECTS), mKdNodes(0), mObjects(0), mViewCells(0), mMesh(NULL)
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106 | {
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107 | }
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108 |
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109 | ~Beam();
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110 |
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111 | /** Creates beam mesh bounded at zfar.
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112 | */
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113 | void CreateMesh(const float zfar);
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114 | };
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115 |
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116 |
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117 | #endif
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