source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 2593

Revision 2593, 8.2 KB checked in by mattausch, 16 years ago (diff)
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[372]1#ifndef _Preprocessor_H__
2#define _Preprocessor_H__
3
4#include <string>
[2176]5//
[372]6#include "Containers.h"
7#include "Mesh.h"
8#include "KdTree.h"
[2105]9#include "SimpleRay.h"
[372]10
[2342]11
[860]12namespace GtpVisibilityPreprocessor {
[2342]13
14class PreprocessorThread; 
[409]15class RenderSimulator;
[372]16class SceneGraph;
[429]17class Exporter;
[439]18class ViewCellsManager;
[445]19class BspTree;
[1006]20class VspOspTree;
[445]21class VspBspTree;
[468]22class RenderSimulator;
[490]23struct VssRayContainer;
[1020]24class SamplingStrategy;
[496]25class GlRendererBuffer;
[1022]26class VspTree;
[1279]27class HierarchyManager;
[1264]28class BvHierarchy;
[1221]29class Intersectable;
[1287]30class VssRay;
[1520]31class RayCaster;
[1968]32class GlobalLinesRenderer;
[490]33
[1520]34
[372]35/** Namespace for the external visibility preprocessor
36
37    This namespace includes all classes which are created by the VUT (Vienna University
38    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
39    (www.gametools.org).
40*/
41 
[1145]42/** Main class of the visibility preprocessor. Responsible for loading and
43    saving of the input and output files. Initiates construction of the kD-tree,
44    viewcell loading/generation and the visibility computation itself.
45*/
[1521]46class Preprocessor
[1145]47{
[1520]48        friend class RayCaster;
49        friend class IntelRayCaster;
50        friend class InternalRayCaster;
[2575]51        friend class HavranRayCaster;
[1564]52
[372]53public:
54        /** Default constructor initialising e.g., KD tree and BSP tree.
55        */
56        Preprocessor();
57
[1520]58        virtual ~Preprocessor();
[372]59
[1564]60        /** Load the input scene.
[2187]61                @param filename file to load
62                @return true on success
[1564]63        */
[2342]64        virtual bool LoadScene(const string &filename);
[372]65
[1564]66        /** Export all preprocessed data in a XML format understandable by the
[2187]67                PreprocessingInterface of the GtpVisibilityPreprocessor Module.
68                The file can be compressed depending on the environement settings.
69                @return true on successful export
[1564]70        */
[2342]71        virtual bool ExportPreprocessedData(const string &filename);
[871]72
[1564]73        /** Build the KdTree of currently loaded occluders/occludees/viewcells. The construction
[2187]74                is driven by the environment settings, which also sais which of the three types of
75                entities should be used to drive the heuristical construction (only occluders by default)
[1564]76        */
77        virtual bool BuildKdTree();
[871]78
[1564]79        /** Compute visibility method. This method has to be reimplemented by the actual
[2187]80                Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
81                GlobalSamplingpreprocessor)
[1564]82        */
83        virtual bool ComputeVisibility() = 0;
[1292]84
[1564]85        /** Post Process the computed visibility. By default applys the visibility filter
[2187]86                (if specified in the environment and export the preprocessed data
87                */
[1564]88        virtual bool PostProcessVisibility();
[1292]89
[1564]90        /** View cells are either loaded or prepared for generation, according to the chosen environment
[2187]91                object. Important evironment options are, e.g, the view cell type.
92                Should be done after scene loading (i.e., some options are based on scene type).
[1564]93        */
94        bool PrepareViewCells();
[1020]95
[1564]96        /** Construct viewcells from the scratch
97        */
98        bool ConstructViewCells();
99
100        /** Returns the specified sample strategy, NULL if no valid strategy.
101        */
[1884]102        SamplingStrategy *GenerateSamplingStrategy(const int strategyId);
[1564]103
104        /** Export preprocessor data.
105        */
[2342]106        bool Export(const string &filename, const bool scene, const bool kdtree); 
[372]107
[1564]108        virtual void KdTreeStatistics(ostream &s);
109        virtual void BspTreeStatistics(ostream &s);
[490]110
[1564]111        /** Loads samples from file.
112        @param samples returns the stored sample rays
113        @param objects needed to associate the objects ids
114        @returns true if samples were loaded successfully
115        */
[2187]116        bool LoadSamples(VssRayContainer &samples, ObjectContainer &objects) const;
[508]117
[1564]118        /** Exports samples to file.
[2187]119                @returns true if samples were written successfully
[1564]120        */
121        bool ExportSamples(const VssRayContainer &samples) const;
[1197]122
[2342]123        bool LoadKdTree(const string &filename);
124        bool ExportKdTree(const string &filename);
[1381]125
[1926]126        virtual bool
[2001]127        ExportRays(const char *filename,
128                           const VssRayContainer &vssRays,
129                           const int number,
130                           const bool exportScene = false
131                           );
[1926]132
[2048]133        bool ExportRayAnimation(const char *filename,
134                                                        const vector<VssRayContainer> &vssRays);
[2002]135
[2048]136        virtual int     GenerateRays(const int number,
137                                                         SamplingStrategy &strategy,
138                                                         SimpleRayContainer &rays);
[1786]139
[1926]140        virtual int GenerateRays(const int number,
[2048]141                                                         const int raysType,
142                                                         SimpleRayContainer &rays);
[1786]143
144        bool GenerateRayBundle(SimpleRayContainer &rayBundle,
[2048]145                                                   const SimpleRay &mainRay,
146                                                   const int number,
147                                                   const int shuffleType) const;
[1786]148
149        virtual void CastRays(SimpleRayContainer &rays,
[1932]150                                                  VssRayContainer &vssRays,
151                                                  const bool castDoubleRays,
[1996]152                                                  const bool pruneInvalidRays = true);
[1786]153
[2342]154        virtual void
155                CastRaysWithHwGlobalLines(
156                SimpleRayContainer &rays,
157                VssRayContainer &vssRays,
158                const bool castDoubleRays,
159                const bool pruneInvalidRays
160                );
[2076]161
[2187]162        /** Compute pixel error of the current PVS solution by sampling given number of viewpoints.
[2048]163        */
[1958]164        virtual void ComputeRenderError();
[1931]165
[1564]166        /** Returns a view cells manager of the given name.
167        */
168        ViewCellsManager *CreateViewCellsManager(const char *name);
[1221]169
[1564]170        GlRendererBuffer *GetRenderer();
[492]171
[2342]172        bool InitRayCast(const string &externKdTree, const string &internKdTree);
[409]173
[2342]174        bool LoadInternKdTree(const string &internKdTree);
[2003]175
[2342]176        bool ExportObj(const string &filename, const ObjectContainer &objects);
[429]177
[1786]178        Intersectable *GetParentObject(const int index) const;
[1926]179        Vector3 GetParentNormal(const int index) const;
180
[2593]181        /** Sets a preprocessor thread.
[1926]182        */
183        void SetThread(PreprocessorThread *t);
184
[2593]185        /** Returns a preprocessor thread.
[1926]186        */
187        PreprocessorThread *GetThread() const;
188
[1958]189        Intersectable *GetObjectById(const int id);
[1926]190
[1968]191        void PrepareHwGlobalLines();
[2048]192
193        virtual void DeterminePvsObjects(VssRayContainer &rays);
194
[2115]195        static bool LoadObjects(const string &filename,
[2593]196                                                        ObjectContainer &pvsObjects,
197                                                        const ObjectContainer &preprocessorObject);
[2048]198
[2593]199        /** Adds new geometry to the existing one.
200        */
201        bool AddGeometry(const string &filename, ObjectContainer &pvsObjects, const ObjectContainer &prepObjects);
[538]202
[2342]203        /////////////////////////
204
[1564]205        /// scene graph loaded from file
206        SceneGraph *mSceneGraph;
[599]207
[1564]208        /// raw array of objects
209        ObjectContainer mObjects;
[658]210
[1564]211        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
212        KdTree *mKdTree;
[2588]213  AxisAlignedBox3 sceneBox;
[1564]214        /// View space partition bsp tree
215        VspBspTree *mVspBspTree;
216        /// BSP tree representing the viewcells
217        BspTree *mBspTree;
[878]218
[1564]219        /// list of all loaded occluders
220        ObjectContainer mOccluders;
221        /// list of all loaded occludees
222        ObjectContainer mOccludees;
[1221]223
[1251]224
[1564]225        ViewCellsManager *mViewCellsManager;
226
227        /// greedy optimized hierarchy for both objects and view cells
228        VspOspTree *mVspOspTree;
229
230        bool mUseGlRenderer;
231        bool mUseGlDebugger;
[2342]232
[2187]233        bool mUseHwGlobalLines;
[1564]234        bool mLoadViewCells;
235
236        bool mDetectEmptyViewSpace;
237
238        bool mQuitOnFinish;
239        bool mLoadMeshes;
240        bool mComputeVisibility;
241
242        bool mExportVisibility;
243        string mVisibilityFileName;
244
245        bool mApplyVisibilityFilter;
246        bool mApplyVisibilitySpatialFilter;
247
248        float mVisibilityFilterWidth;
249
250        int mPass;
[2342]251
[1723]252        bool mStopComputation;
[2342]253
[1695]254        bool mExportObj;
255
[1926]256        bool mExportRays;
[2008]257        bool mExportAnimation;
[1926]258        int mExportNumRays;
[1900]259
[1786]260        ofstream mStats;
[1771]261
[1926]262        GlRendererBuffer *renderer;
[2342]263
[1966]264        int mTotalSamples;
[2580]265        int mCurrentSamples;
266
[2046]267        int mTotalTime;
[1968]268        int mSamplesPerPass;
269        int mSamplesPerEvaluation;
[2580]270 
271        int mTotalRaysCast;
[1966]272
[2342]273        RayCaster *mRayCaster;
[2076]274
[2187]275
[492]276protected:
277
[2183]278        bool LoadBinaryObj(const std::string &filename,
[2342]279                       SceneGraphNode *root,
[2183]280                                           std::vector<FaceParentInfo> *parents);
[1658]281
[2342]282        bool ExportBinaryObj(const std::string &filename, SceneGraphNode *root);
[1658]283
[2575]284        void SetupRay(Ray &ray, const Vector3 &point,
285                      const Vector3 &direction) const;
[1251]286
[1520]287        void EvalPvsStat();
[492]288
[1786]289        virtual void EvalViewCellHistogram();
[1771]290
[2342]291
[1520]292        /////////////////////////
293
[2017]294        GlobalLinesRenderer *mGlobalLinesRenderer;
295
296        /// samples used for construction of the BSP view cells tree.
[1564]297        int mBspConstructionSamples;
298        /// samples used for construction of the VSP OSP tree.
299        int mVspOspConstructionSamples;
[1786]300        /// Simulates rendering of the scene.
[1564]301        RenderSimulator *mRenderSimulator;
[1520]302
[1564]303        vector<FaceParentInfo> mFaceParents;
[492]304
[1723]305        /// if box around view space should be used
306        bool mUseViewSpaceBox;
[1867]307
[1926]308        PreprocessorThread *mThread;
[372]309};
310
[2017]311extern Preprocessor *preprocessor;
[372]312
[860]313}
314
[372]315#endif
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