source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 1521

Revision 1521, 6.4 KB checked in by mattausch, 18 years ago (diff)
Line 
1#ifndef _Preprocessor_H__
2#define _Preprocessor_H__
3
4#include <string>
5using namespace std;
6#include "Containers.h"
7#include "Mesh.h"
8#include "KdTree.h"
9
10
11
12namespace GtpVisibilityPreprocessor {
13
14class RenderSimulator;
15class SceneGraph;
16class Exporter;
17class ViewCellsManager;
18class BspTree;
19class VspOspTree;
20class VspBspTree;
21class RenderSimulator;
22struct VssRayContainer;
23class SamplingStrategy;
24class GlRendererBuffer;
25class VspTree;
26class HierarchyManager;
27class BvHierarchy;
28class Intersectable;
29class VssRay;
30class RayCaster;
31
32
33/** Namespace for the external visibility preprocessor
34
35    This namespace includes all classes which are created by the VUT (Vienna University
36    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
37    (www.gametools.org).
38*/
39 
40/** Main class of the visibility preprocessor. Responsible for loading and
41    saving of the input and output files. Initiates construction of the kD-tree,
42    viewcell loading/generation and the visibility computation itself.
43*/
44class Preprocessor
45{
46        friend class RayCaster;
47        friend class IntelRayCaster;
48        friend class InternalRayCaster;
49       
50public:
51        /** Default constructor initialising e.g., KD tree and BSP tree.
52        */
53        Preprocessor();
54
55        virtual ~Preprocessor();
56
57  /** Load the input scene.
58      @param filename file to load
59          @return true on success
60  */
61  virtual bool LoadScene(const string filename);
62 
63  /** Export all preprocessed data in a XML format understandable by the
64      PreprocessingInterface of the GtpVisibilityPreprocessor Module.
65          The file can be compressed depending on the environement settings.
66      @return true on successful export
67  */
68  virtual bool ExportPreprocessedData(const string filename);
69 
70  /** Build the KdTree of currently loaded occluders/occludees/viewcells. The construction
71      is driven by the environment settings, which also sais which of the three types of
72      entities should be used to drive the heuristical construction (only occluders by default)
73  */
74  virtual bool BuildKdTree();
75
76  /** Compute visibility method. This method has to be reimplemented by the actual
77      Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
78      GlobalSamplingpreprocessor)
79    */
80  virtual bool ComputeVisibility() = 0;
81
82  /** Post Process the computed visibility. By default applys the visibility filter
83          (if specified in the environment and export the preprocessed data */
84  virtual bool PostProcessVisibility();
85
86  /** View cells are either loaded or prepared for generation, according to the chosen environment
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).
89  */
90  bool PrepareViewCells();
91
92  /** Construct viewcells from the scratch
93  */
94  bool ConstructViewCells(const AxisAlignedBox3 &viewSpaceBox);
95
96  /** Returns the specified sample strategy, NULL if no valid strategy.
97  */
98  SamplingStrategy *GenerateSamplingStrategy(const int strategyId) const;
99
100  bool Export(
101                const string filename,
102                const bool scene,
103                const bool kdtree,
104                const bool bsptree); 
105 
106  virtual void KdTreeStatistics(ostream &s);
107  virtual void BspTreeStatistics(ostream &s);
108
109  /** Loads samples from file.
110          @param samples returns the stored sample rays
111          @param objects needed to associate the objects ids
112          @returns true if samples were loaded successfully
113  */
114  bool LoadSamples(VssRayContainer &samples,
115                                   ObjectContainer &objects) const;
116
117  /** Exports samples to file.
118          @returns true if samples were written successfully
119  */
120  bool ExportSamples(const VssRayContainer &samples) const;
121
122  bool LoadKdTree(const string filename);
123  bool ExportKdTree(const string filename);
124
125  virtual bool
126  GenerateRays(
127                           const int number,
128                           const int raysType,
129                           SimpleRayContainer &rays
130                           );
131 
132  bool GenerateRayBundle(
133          SimpleRayContainer &rayBundle,
134          const SimpleRay &mainRay,
135          const int number,
136          const int shuffleType) const;
137
138  virtual void CastRays(SimpleRayContainer &rays,
139                                                VssRayContainer &vssRays,
140                                                const bool castDoubleRays);
141
142  /** Returns a view cells manager of the given name.
143  */
144  ViewCellsManager *CreateViewCellsManager(const char *name);
145  /** Returns a hierarchy manager of the given name.
146  */
147  HierarchyManager *CreateHierarchyManager(const char *name);
148   
149  GlRendererBuffer *GetRenderer();
150
151  bool InitRayCast(const string externKdTree, const string internKdTree);
152
153   
154  ////////////////////////////////////////////////
155
156  /// scene graph loaded from file
157  SceneGraph *mSceneGraph;
158
159  /// raw array of objects
160  ObjectContainer mObjects;
161 
162  /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
163  KdTree *mKdTree;
164  /// View space partition bsp tree
165  VspBspTree *mVspBspTree;
166  /// Hierarchy manager handling view space and object space partition
167  HierarchyManager *mHierarchyManager;
168  /// BSP tree representing the viewcells
169  BspTree *mBspTree;
170 
171  /// list of all loaded occluders
172  ObjectContainer mOccluders;
173  /// list of all loaded occludees
174  ObjectContainer mOccludees;
175   
176 
177  ViewCellsManager *mViewCellsManager;
178
179  /// greedy optimized hierarchy for both objects and view cells
180  VspOspTree *mVspOspTree;
181
182  bool mUseGlRenderer;
183  bool mUseGlDebugger;
184
185  bool mLoadViewCells;
186 
187  bool mDetectEmptyViewSpace;
188
189  bool mQuitOnFinish;
190  bool mLoadMeshes;
191  bool mComputeVisibility;
192
193  bool mExportVisibility;
194  string mVisibilityFileName;
195 
196  bool mApplyVisibilityFilter;
197  bool mApplyVisibilitySpatialFilter;
198
199  float mVisibilityFilterWidth;
200 
201  //int GetRayCastMethod() { return mRayCastMethod; }
202  //void SetRayCastMethod(int rayCastMethod) { mRayCastMethod = rayCastMethod; }
203
204  int mPass;
205
206protected:
207
208        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
209
210        // matt: previously was a signal
211        void EvalPvsStat();
212
213        /////////////////////////
214
215  RayCaster *mRayCaster;
216  /// samples used for construction of the BSP view cells tree.
217  int mBspConstructionSamples;
218  /// samples used for construction of the VSP OSP tree.
219  int mVspOspConstructionSamples;
220  /** Simulates rendering of the scene.
221  */
222  RenderSimulator *mRenderSimulator;
223 
224  vector<FaceParentInfo> mFaceParents;
225
226  GlRendererBuffer *renderer;
227
228 
229};
230
231
232}
233
234#endif
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