source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 1563

Revision 1563, 6.4 KB checked in by mattausch, 18 years ago (diff)

fixed bug with view space box

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();
95
96  /** Returns the specified sample strategy, NULL if no valid strategy.
97  */
98  SamplingStrategy *GenerateSamplingStrategy(const int strategyId) const;
99
100  /** Export preprocessor data.
101  */
102  bool Export(
103                const string filename,
104                const bool scene,
105                const bool kdtree); 
106 
107  virtual void KdTreeStatistics(ostream &s);
108  virtual void BspTreeStatistics(ostream &s);
109
110  /** Loads samples from file.
111          @param samples returns the stored sample rays
112          @param objects needed to associate the objects ids
113          @returns true if samples were loaded successfully
114  */
115  bool LoadSamples(VssRayContainer &samples,
116                                   ObjectContainer &objects) const;
117
118  /** Exports samples to file.
119          @returns true if samples were written successfully
120  */
121  bool ExportSamples(const VssRayContainer &samples) const;
122
123  bool LoadKdTree(const string filename);
124  bool ExportKdTree(const string filename);
125
126  virtual bool
127  GenerateRays(
128                           const int number,
129                           const int raysType,
130                           SimpleRayContainer &rays
131                           );
132 
133  bool GenerateRayBundle(
134          SimpleRayContainer &rayBundle,
135          const SimpleRay &mainRay,
136          const int number,
137          const int shuffleType) const;
138
139  virtual void CastRays(SimpleRayContainer &rays,
140                                                VssRayContainer &vssRays,
141                                                const bool castDoubleRays,
142                                                const bool pruneInvalidRays = true);
143
144  /** Returns a view cells manager of the given name.
145  */
146  ViewCellsManager *CreateViewCellsManager(const char *name);
147  /** Returns a hierarchy manager of the given name.
148  */
149  HierarchyManager *CreateHierarchyManager(const char *name);
150   
151  GlRendererBuffer *GetRenderer();
152
153  bool InitRayCast(const string externKdTree, const string internKdTree);
154
155   
156  ////////////////////////////////////////////////
157
158  /// scene graph loaded from file
159  SceneGraph *mSceneGraph;
160
161  /// raw array of objects
162  ObjectContainer mObjects;
163 
164  /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
165  KdTree *mKdTree;
166  /// View space partition bsp tree
167  VspBspTree *mVspBspTree;
168  /// Hierarchy manager handling view space and object space partition
169  HierarchyManager *mHierarchyManager;
170  /// BSP tree representing the viewcells
171  BspTree *mBspTree;
172 
173  /// list of all loaded occluders
174  ObjectContainer mOccluders;
175  /// list of all loaded occludees
176  ObjectContainer mOccludees;
177   
178 
179  ViewCellsManager *mViewCellsManager;
180
181  /// greedy optimized hierarchy for both objects and view cells
182  VspOspTree *mVspOspTree;
183
184  bool mUseGlRenderer;
185  bool mUseGlDebugger;
186
187  bool mLoadViewCells;
188 
189  bool mDetectEmptyViewSpace;
190
191  bool mQuitOnFinish;
192  bool mLoadMeshes;
193  bool mComputeVisibility;
194
195  bool mExportVisibility;
196  string mVisibilityFileName;
197 
198  bool mApplyVisibilityFilter;
199  bool mApplyVisibilitySpatialFilter;
200
201  float mVisibilityFilterWidth;
202 
203  //int GetRayCastMethod() { return mRayCastMethod; }
204  //void SetRayCastMethod(int rayCastMethod) { mRayCastMethod = rayCastMethod; }
205
206  int mPass;
207
208protected:
209
210        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
211
212        // matt: previously was a signal
213        void EvalPvsStat();
214
215        /////////////////////////
216
217  RayCaster *mRayCaster;
218  /// samples used for construction of the BSP view cells tree.
219  int mBspConstructionSamples;
220  /// samples used for construction of the VSP OSP tree.
221  int mVspOspConstructionSamples;
222  /** Simulates rendering of the scene.
223  */
224  RenderSimulator *mRenderSimulator;
225 
226  vector<FaceParentInfo> mFaceParents;
227
228  GlRendererBuffer *renderer;
229
230 
231};
232
233
234}
235
236#endif
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