source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 1613

Revision 1613, 6.2 KB checked in by bittner, 18 years ago (diff)

kd-tree hack active

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 mPass;
204 
205  bool mDelayVisibilityComputation;
206  bool mStopComputation;
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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