source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 2715

Revision 2715, 9.2 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;
[2600]33class SceneGraphLeaf;
[2625]34class GlRendererWidget;
[2702]35class IntersectableGroup;
[490]36
[1520]37
[372]38/** Namespace for the external visibility preprocessor
39
40    This namespace includes all classes which are created by the VUT (Vienna University
41    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
42    (www.gametools.org).
43*/
44 
[1145]45/** Main class of the visibility preprocessor. Responsible for loading and
46    saving of the input and output files. Initiates construction of the kD-tree,
47    viewcell loading/generation and the visibility computation itself.
48*/
[1521]49class Preprocessor
[1145]50{
[1520]51        friend class RayCaster;
52        friend class IntelRayCaster;
53        friend class InternalRayCaster;
[2575]54        friend class HavranRayCaster;
[1564]55
[372]56public:
57        /** Default constructor initialising e.g., KD tree and BSP tree.
58        */
59        Preprocessor();
60
[1520]61        virtual ~Preprocessor();
[1564]62        /** Load the input scene.
[2187]63                @param filename file to load
64                @return true on success
[1564]65        */
[2342]66        virtual bool LoadScene(const string &filename);
[1564]67        /** Export all preprocessed data in a XML format understandable by the
[2187]68                PreprocessingInterface of the GtpVisibilityPreprocessor Module.
69                The file can be compressed depending on the environement settings.
70                @return true on successful export
[1564]71        */
[2342]72        virtual bool ExportPreprocessedData(const string &filename);
[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();
78        /** Compute visibility method. This method has to be reimplemented by the actual
[2187]79                Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
80                GlobalSamplingpreprocessor)
[1564]81        */
82        virtual bool ComputeVisibility() = 0;
83        /** Post Process the computed visibility. By default applys the visibility filter
[2187]84                (if specified in the environment and export the preprocessed data
[2609]85        */
[1564]86        virtual bool PostProcessVisibility();
87        /** View cells are either loaded or prepared for generation, according to the chosen environment
[2187]88                object. Important evironment options are, e.g, the view cell type.
89                Should be done after scene loading (i.e., some options are based on scene type).
[1564]90        */
91        bool PrepareViewCells();
92        /** Construct viewcells from the scratch
93        */
94        bool ConstructViewCells();
95        /** Returns the specified sample strategy, NULL if no valid strategy.
96        */
[1884]97        SamplingStrategy *GenerateSamplingStrategy(const int strategyId);
[1564]98        /** Export preprocessor data.
99        */
[2342]100        bool Export(const string &filename, const bool scene, const bool kdtree); 
[372]101
[1564]102        virtual void KdTreeStatistics(ostream &s);
103        virtual void BspTreeStatistics(ostream &s);
[490]104
[1564]105        /** Loads samples from file.
106        @param samples returns the stored sample rays
107        @param objects needed to associate the objects ids
108        @returns true if samples were loaded successfully
109        */
[2187]110        bool LoadSamples(VssRayContainer &samples, ObjectContainer &objects) const;
[508]111
[1564]112        /** Exports samples to file.
[2187]113                @returns true if samples were written successfully
[1564]114        */
115        bool ExportSamples(const VssRayContainer &samples) const;
[1197]116
[2342]117        bool LoadKdTree(const string &filename);
118        bool ExportKdTree(const string &filename);
[1381]119
[1926]120        virtual bool
[2001]121        ExportRays(const char *filename,
122                           const VssRayContainer &vssRays,
123                           const int number,
124                           const bool exportScene = false
125                           );
[1926]126
[2048]127        bool ExportRayAnimation(const char *filename,
128                                                        const vector<VssRayContainer> &vssRays);
[2002]129
[2048]130        virtual int     GenerateRays(const int number,
131                                                         SamplingStrategy &strategy,
132                                                         SimpleRayContainer &rays);
[1786]133
[1926]134        virtual int GenerateRays(const int number,
[2048]135                                                         const int raysType,
136                                                         SimpleRayContainer &rays);
[1786]137
138        bool GenerateRayBundle(SimpleRayContainer &rayBundle,
[2048]139                                                   const SimpleRay &mainRay,
140                                                   const int number,
141                                                   const int shuffleType) const;
[1786]142
143        virtual void CastRays(SimpleRayContainer &rays,
[1932]144                                                  VssRayContainer &vssRays,
145                                                  const bool castDoubleRays,
[1996]146                                                  const bool pruneInvalidRays = true);
[1786]147
[2342]148        virtual void
149                CastRaysWithHwGlobalLines(
150                SimpleRayContainer &rays,
151                VssRayContainer &vssRays,
152                const bool castDoubleRays,
153                const bool pruneInvalidRays
154                );
[2076]155
[2187]156        /** Compute pixel error of the current PVS solution by sampling given number of viewpoints.
[2048]157        */
[1958]158        virtual void ComputeRenderError();
[1931]159
[1564]160        /** Returns a view cells manager of the given name.
161        */
162        ViewCellsManager *CreateViewCellsManager(const char *name);
[1221]163
[1564]164        GlRendererBuffer *GetRenderer();
[492]165
[2342]166        bool InitRayCast(const string &externKdTree, const string &internKdTree);
[409]167
[2342]168        bool LoadInternKdTree(const string &internKdTree);
[2003]169
[2342]170        bool ExportObj(const string &filename, const ObjectContainer &objects);
[429]171
[1786]172        Intersectable *GetParentObject(const int index) const;
[1926]173        Vector3 GetParentNormal(const int index) const;
174
[2593]175        /** Sets a preprocessor thread.
[1926]176        */
177        void SetThread(PreprocessorThread *t);
178
[2593]179        /** Returns a preprocessor thread.
[1926]180        */
181        PreprocessorThread *GetThread() const;
182
[1958]183        Intersectable *GetObjectById(const int id);
[1926]184
[1968]185        void PrepareHwGlobalLines();
[2048]186
187        virtual void DeterminePvsObjects(VssRayContainer &rays);
188
[2115]189        static bool LoadObjects(const string &filename,
[2593]190                                                        ObjectContainer &pvsObjects,
191                                                        const ObjectContainer &preprocessorObject);
[2048]192
[2609]193        /** Adds dynamic geometry
[2593]194        */
[2694]195        SceneGraphLeaf *LoadDynamicGeometry(const string &filename);
[538]196
[2694]197        /** Register the dynamic object to be handled by the ray caster for visibility
198                computation.
199        */
[2702]200        void RegisterDynamicObject(SceneGraphLeaf *leaf);
[2694]201       
[2715]202        void PrepareObjectsForRayCaster(SceneGraphLeaf *l);
[2709]203       
204        void ScheduleUpdateDynamicObjects();
205        void UpdateDynamicObjects();
206        /** Notify the preprocessor that an object has been deleted
207        */
208        virtual void ObjectRemoved(SceneGraphLeaf *object);
[2609]209
[2694]210
[2709]211
[2342]212        /////////////////////////
213
[2709]214        bool mSynchronize;
215
[1564]216        /// scene graph loaded from file
217        SceneGraph *mSceneGraph;
[599]218
[1564]219        /// raw array of objects
220        ObjectContainer mObjects;
[658]221
[1564]222        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
223        KdTree *mKdTree;
[2609]224        AxisAlignedBox3 sceneBox;
225
[1564]226        /// View space partition bsp tree
227        VspBspTree *mVspBspTree;
228        /// BSP tree representing the viewcells
229        BspTree *mBspTree;
[878]230
[1564]231        /// list of all loaded occluders
232        ObjectContainer mOccluders;
233        /// list of all loaded occludees
234        ObjectContainer mOccludees;
[2609]235        /// the view cells manager
[1564]236        ViewCellsManager *mViewCellsManager;
[2678]237
[2609]238        DynamicObjectsContainer mDynamicObjects;
[2702]239
[1564]240        /// greedy optimized hierarchy for both objects and view cells
241        VspOspTree *mVspOspTree;
242
243        bool mUseGlRenderer;
244        bool mUseGlDebugger;
[2342]245
[2187]246        bool mUseHwGlobalLines;
[1564]247        bool mLoadViewCells;
248
249        bool mDetectEmptyViewSpace;
250
251        bool mQuitOnFinish;
252        bool mLoadMeshes;
253        bool mComputeVisibility;
254
255        bool mExportVisibility;
256        string mVisibilityFileName;
257
258        bool mApplyVisibilityFilter;
259        bool mApplyVisibilitySpatialFilter;
260
261        float mVisibilityFilterWidth;
262
263        int mPass;
[2342]264
[1723]265        bool mStopComputation;
[2342]266
[1695]267        bool mExportObj;
268
[1926]269        bool mExportRays;
[2008]270        bool mExportAnimation;
[1926]271        int mExportNumRays;
[1900]272
[1786]273        ofstream mStats;
[1771]274
[1926]275        GlRendererBuffer *renderer;
[2625]276        GlRendererWidget *mRendererWidget;
[2342]277
[1966]278        int mTotalSamples;
[2580]279        int mCurrentSamples;
280
[2046]281        int mTotalTime;
[1968]282        int mSamplesPerPass;
283        int mSamplesPerEvaluation;
[2580]284 
285        int mTotalRaysCast;
[1966]286
[2342]287        RayCaster *mRayCaster;
[2076]288
[2709]289        // triangle pvs for gvs
[2695]290        // hack: should be in gvspreprocessor but pulled
291        // out here for visualization purpose
292        ObjectContainer mTrianglePvs;
[2636]293
[2709]294        // generic stats vector that can be used for anything
295        int mGenericStats[2];
296
[2695]297        //std::vector<int> mDummyBuffer;
298
299
[492]300protected:
301
[2183]302        bool LoadBinaryObj(const std::string &filename,
[2600]303                       SceneGraphLeaf *root,
[2621]304                                           std::vector<FaceParentInfo> *parents,
305                                           float scale = -1.0f);
[1658]306
[2600]307        bool ExportBinaryObj(const std::string &filename, SceneGraphLeaf *root);
[1658]308
[2575]309        void SetupRay(Ray &ray, const Vector3 &point,
310                      const Vector3 &direction) const;
[1251]311
[1520]312        void EvalPvsStat();
[492]313
[1786]314        virtual void EvalViewCellHistogram();
[1771]315
[2678]316        /** Notify the preprocessor that an object has moved and must be reevaluated.
317        */
[2645]318        virtual void ObjectMoved(SceneGraphLeaf *object);
[2709]319       
[2645]320
321
[1520]322        /////////////////////////
323
[2017]324        GlobalLinesRenderer *mGlobalLinesRenderer;
325
326        /// samples used for construction of the BSP view cells tree.
[1564]327        int mBspConstructionSamples;
328        /// samples used for construction of the VSP OSP tree.
329        int mVspOspConstructionSamples;
[1786]330        /// Simulates rendering of the scene.
[1564]331        RenderSimulator *mRenderSimulator;
[1520]332
[1564]333        vector<FaceParentInfo> mFaceParents;
[492]334
[1723]335        /// if box around view space should be used
336        bool mUseViewSpaceBox;
[1867]337
[1926]338        PreprocessorThread *mThread;
[2636]339
[2695]340        bool mUpdateDynamicObjects;
341
342       
[372]343};
344
[2017]345extern Preprocessor *preprocessor;
[372]346
[860]347}
348
[372]349#endif
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