source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 2633

Revision 2633, 8.4 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;
[2600]33class SceneGraphLeaf;
[2625]34class GlRendererWidget;
[490]35
[1520]36
[372]37/** Namespace for the external visibility preprocessor
38
39    This namespace includes all classes which are created by the VUT (Vienna University
40    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
41    (www.gametools.org).
42*/
43 
[1145]44/** Main class of the visibility preprocessor. Responsible for loading and
45    saving of the input and output files. Initiates construction of the kD-tree,
46    viewcell loading/generation and the visibility computation itself.
47*/
[1521]48class Preprocessor
[1145]49{
[1520]50        friend class RayCaster;
51        friend class IntelRayCaster;
52        friend class InternalRayCaster;
[2575]53        friend class HavranRayCaster;
[1564]54
[372]55public:
56        /** Default constructor initialising e.g., KD tree and BSP tree.
57        */
58        Preprocessor();
59
[1520]60        virtual ~Preprocessor();
[1564]61        /** Load the input scene.
[2187]62                @param filename file to load
63                @return true on success
[1564]64        */
[2342]65        virtual bool LoadScene(const string &filename);
[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);
[1564]72        /** Build the KdTree of currently loaded occluders/occludees/viewcells. The construction
[2187]73                is driven by the environment settings, which also sais which of the three types of
74                entities should be used to drive the heuristical construction (only occluders by default)
[1564]75        */
76        virtual bool BuildKdTree();
77        /** Compute visibility method. This method has to be reimplemented by the actual
[2187]78                Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
79                GlobalSamplingpreprocessor)
[1564]80        */
81        virtual bool ComputeVisibility() = 0;
82        /** Post Process the computed visibility. By default applys the visibility filter
[2187]83                (if specified in the environment and export the preprocessed data
[2609]84        */
[1564]85        virtual bool PostProcessVisibility();
86        /** View cells are either loaded or prepared for generation, according to the chosen environment
[2187]87                object. Important evironment options are, e.g, the view cell type.
88                Should be done after scene loading (i.e., some options are based on scene type).
[1564]89        */
90        bool PrepareViewCells();
91        /** Construct viewcells from the scratch
92        */
93        bool ConstructViewCells();
94        /** Returns the specified sample strategy, NULL if no valid strategy.
95        */
[1884]96        SamplingStrategy *GenerateSamplingStrategy(const int strategyId);
[1564]97        /** Export preprocessor data.
98        */
[2342]99        bool Export(const string &filename, const bool scene, const bool kdtree); 
[372]100
[1564]101        virtual void KdTreeStatistics(ostream &s);
102        virtual void BspTreeStatistics(ostream &s);
[490]103
[1564]104        /** Loads samples from file.
105        @param samples returns the stored sample rays
106        @param objects needed to associate the objects ids
107        @returns true if samples were loaded successfully
108        */
[2187]109        bool LoadSamples(VssRayContainer &samples, ObjectContainer &objects) const;
[508]110
[1564]111        /** Exports samples to file.
[2187]112                @returns true if samples were written successfully
[1564]113        */
114        bool ExportSamples(const VssRayContainer &samples) const;
[1197]115
[2342]116        bool LoadKdTree(const string &filename);
117        bool ExportKdTree(const string &filename);
[1381]118
[1926]119        virtual bool
[2001]120        ExportRays(const char *filename,
121                           const VssRayContainer &vssRays,
122                           const int number,
123                           const bool exportScene = false
124                           );
[1926]125
[2048]126        bool ExportRayAnimation(const char *filename,
127                                                        const vector<VssRayContainer> &vssRays);
[2002]128
[2048]129        virtual int     GenerateRays(const int number,
130                                                         SamplingStrategy &strategy,
131                                                         SimpleRayContainer &rays);
[1786]132
[1926]133        virtual int GenerateRays(const int number,
[2048]134                                                         const int raysType,
135                                                         SimpleRayContainer &rays);
[1786]136
137        bool GenerateRayBundle(SimpleRayContainer &rayBundle,
[2048]138                                                   const SimpleRay &mainRay,
139                                                   const int number,
140                                                   const int shuffleType) const;
[1786]141
142        virtual void CastRays(SimpleRayContainer &rays,
[1932]143                                                  VssRayContainer &vssRays,
144                                                  const bool castDoubleRays,
[1996]145                                                  const bool pruneInvalidRays = true);
[1786]146
[2342]147        virtual void
148                CastRaysWithHwGlobalLines(
149                SimpleRayContainer &rays,
150                VssRayContainer &vssRays,
151                const bool castDoubleRays,
152                const bool pruneInvalidRays
153                );
[2076]154
[2187]155        /** Compute pixel error of the current PVS solution by sampling given number of viewpoints.
[2048]156        */
[1958]157        virtual void ComputeRenderError();
[1931]158
[1564]159        /** Returns a view cells manager of the given name.
160        */
161        ViewCellsManager *CreateViewCellsManager(const char *name);
[1221]162
[1564]163        GlRendererBuffer *GetRenderer();
[492]164
[2342]165        bool InitRayCast(const string &externKdTree, const string &internKdTree);
[409]166
[2342]167        bool LoadInternKdTree(const string &internKdTree);
[2003]168
[2342]169        bool ExportObj(const string &filename, const ObjectContainer &objects);
[429]170
[1786]171        Intersectable *GetParentObject(const int index) const;
[1926]172        Vector3 GetParentNormal(const int index) const;
173
[2593]174        /** Sets a preprocessor thread.
[1926]175        */
176        void SetThread(PreprocessorThread *t);
177
[2593]178        /** Returns a preprocessor thread.
[1926]179        */
180        PreprocessorThread *GetThread() const;
181
[1958]182        Intersectable *GetObjectById(const int id);
[1926]183
[1968]184        void PrepareHwGlobalLines();
[2048]185
186        virtual void DeterminePvsObjects(VssRayContainer &rays);
187
[2115]188        static bool LoadObjects(const string &filename,
[2593]189                                                        ObjectContainer &pvsObjects,
190                                                        const ObjectContainer &preprocessorObject);
[2048]191
[2609]192        /** Adds dynamic geometry
[2593]193        */
[2609]194        bool LoadDynamicGeometry(const string &filename);
[538]195
[2609]196        Mesh *Preprocessor::LoadBinaryObjIntoMesh(const string &filename);
197
198
[2342]199        /////////////////////////
200
[1564]201        /// scene graph loaded from file
202        SceneGraph *mSceneGraph;
[599]203
[1564]204        /// raw array of objects
205        ObjectContainer mObjects;
[658]206
[1564]207        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
208        KdTree *mKdTree;
[2609]209        AxisAlignedBox3 sceneBox;
210
[1564]211        /// View space partition bsp tree
212        VspBspTree *mVspBspTree;
213        /// BSP tree representing the viewcells
214        BspTree *mBspTree;
[878]215
[1564]216        /// list of all loaded occluders
217        ObjectContainer mOccluders;
218        /// list of all loaded occludees
219        ObjectContainer mOccludees;
[2609]220        /// the view cells manager
[1564]221        ViewCellsManager *mViewCellsManager;
[2615]222#if DYNAMIC_OBJECTS_HACK
[2609]223        DynamicObjectsContainer mDynamicObjects;
[2615]224#endif
[1564]225        /// greedy optimized hierarchy for both objects and view cells
226        VspOspTree *mVspOspTree;
227
228        bool mUseGlRenderer;
229        bool mUseGlDebugger;
[2342]230
[2187]231        bool mUseHwGlobalLines;
[1564]232        bool mLoadViewCells;
233
234        bool mDetectEmptyViewSpace;
235
236        bool mQuitOnFinish;
237        bool mLoadMeshes;
238        bool mComputeVisibility;
239
240        bool mExportVisibility;
241        string mVisibilityFileName;
242
243        bool mApplyVisibilityFilter;
244        bool mApplyVisibilitySpatialFilter;
245
246        float mVisibilityFilterWidth;
247
248        int mPass;
[2342]249
[1723]250        bool mStopComputation;
[2342]251
[1695]252        bool mExportObj;
253
[1926]254        bool mExportRays;
[2008]255        bool mExportAnimation;
[1926]256        int mExportNumRays;
[1900]257
[1786]258        ofstream mStats;
[1771]259
[1926]260        GlRendererBuffer *renderer;
[2625]261        GlRendererWidget *mRendererWidget;
[2342]262
[1966]263        int mTotalSamples;
[2580]264        int mCurrentSamples;
265
[2046]266        int mTotalTime;
[1968]267        int mSamplesPerPass;
268        int mSamplesPerEvaluation;
[2580]269 
270        int mTotalRaysCast;
[1966]271
[2342]272        RayCaster *mRayCaster;
[2076]273
[2187]274
[2633]275        int mGenericStats;
276
[492]277protected:
278
[2183]279        bool LoadBinaryObj(const std::string &filename,
[2600]280                       SceneGraphLeaf *root,
[2621]281                                           std::vector<FaceParentInfo> *parents,
282                                           float scale = -1.0f);
[1658]283
[2600]284        bool ExportBinaryObj(const std::string &filename, SceneGraphLeaf *root);
[1658]285
[2575]286        void SetupRay(Ray &ray, const Vector3 &point,
287                      const Vector3 &direction) const;
[1251]288
[1520]289        void EvalPvsStat();
[492]290
[1786]291        virtual void EvalViewCellHistogram();
[1771]292
[2342]293
[1520]294        /////////////////////////
295
[2017]296        GlobalLinesRenderer *mGlobalLinesRenderer;
297
298        /// samples used for construction of the BSP view cells tree.
[1564]299        int mBspConstructionSamples;
300        /// samples used for construction of the VSP OSP tree.
301        int mVspOspConstructionSamples;
[1786]302        /// Simulates rendering of the scene.
[1564]303        RenderSimulator *mRenderSimulator;
[1520]304
[1564]305        vector<FaceParentInfo> mFaceParents;
[492]306
[1723]307        /// if box around view space should be used
308        bool mUseViewSpaceBox;
[1867]309
[1926]310        PreprocessorThread *mThread;
[372]311};
312
[2017]313extern Preprocessor *preprocessor;
[372]314
[860]315}
316
[372]317#endif
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