source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 1771

Revision 1771, 6.5 KB checked in by bittner, 18 years ago (diff)

merge, preparing sampling strategy support for mixed distributions, filter changes, histogram output for preprocessor

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(const string filename, const bool scene, const bool kdtree); 
103
104        virtual void KdTreeStatistics(ostream &s);
105        virtual void BspTreeStatistics(ostream &s);
106
107        /** Loads samples from file.
108        @param samples returns the stored sample rays
109        @param objects needed to associate the objects ids
110        @returns true if samples were loaded successfully
111        */
112        bool LoadSamples(VssRayContainer &samples,
113                                         ObjectContainer &objects) const;
114
115        /** Exports samples to file.
116        @returns true if samples were written successfully
117        */
118        bool ExportSamples(const VssRayContainer &samples) const;
119
120        bool LoadKdTree(const string filename);
121        bool ExportKdTree(const string filename);
122
123  virtual int
124  GenerateRays(const int number,
125                           const SamplingStrategy &strategy,
126                           SimpleRayContainer &rays);
127 
128  virtual int GenerateRays(const int number,
129                                                   const int raysType,
130                                                   SimpleRayContainer &rays);
131 
132  bool GenerateRayBundle(SimpleRayContainer &rayBundle,
133                                                 const SimpleRay &mainRay,
134                                                 const int number,
135                                                 const int shuffleType) const;
136 
137  virtual void CastRays(SimpleRayContainer &rays,
138                                                VssRayContainer &vssRays,
139                                                const bool castDoubleRays,
140                                                const bool pruneInvalidRays = true);
141 
142        /** Returns a view cells manager of the given name.
143        */
144        ViewCellsManager *CreateViewCellsManager(const char *name);
145
146        GlRendererBuffer *GetRenderer();
147
148        bool InitRayCast(const string externKdTree, const string internKdTree);
149
150bool ExportObj(const string filename, const ObjectContainer &objects);
151
152        ////////////////////////////////////////////////
153
154        /// scene graph loaded from file
155        SceneGraph *mSceneGraph;
156
157        /// raw array of objects
158        ObjectContainer mObjects;
159
160        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
161        KdTree *mKdTree;
162        /// View space partition bsp tree
163        VspBspTree *mVspBspTree;
164        /// BSP tree representing the viewcells
165        BspTree *mBspTree;
166
167        /// list of all loaded occluders
168        ObjectContainer mOccluders;
169        /// list of all loaded occludees
170        ObjectContainer mOccludees;
171
172
173        ViewCellsManager *mViewCellsManager;
174
175        /// greedy optimized hierarchy for both objects and view cells
176        VspOspTree *mVspOspTree;
177
178        bool mUseGlRenderer;
179        bool mUseGlDebugger;
180
181        bool mLoadViewCells;
182
183        bool mDetectEmptyViewSpace;
184
185        bool mQuitOnFinish;
186        bool mLoadMeshes;
187        bool mComputeVisibility;
188
189        bool mExportVisibility;
190        string mVisibilityFileName;
191
192        bool mApplyVisibilityFilter;
193        bool mApplyVisibilitySpatialFilter;
194
195        float mVisibilityFilterWidth;
196
197        int mPass;
198 
199    bool mDelayVisibilityComputation;
200        bool mStopComputation;
201 
202        bool mExportObj;
203
204  ofstream mStats;
205
206protected:
207
208        bool LoadBinaryObj(const string filename,
209                                           SceneGraphNode *root,
210                                           vector<FaceParentInfo> *parents);
211
212        bool ExportBinaryObj(const string filename, SceneGraphNode *root);
213
214
215        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
216
217        void EvalPvsStat();
218
219  virtual void
220  EvalViewCellHistogram();
221
222        /////////////////////////
223
224        RayCaster *mRayCaster;
225        /// samples used for construction of the BSP view cells tree.
226        int mBspConstructionSamples;
227        /// samples used for construction of the VSP OSP tree.
228        int mVspOspConstructionSamples;
229        /** Simulates rendering of the scene.
230        */
231        RenderSimulator *mRenderSimulator;
232
233        vector<FaceParentInfo> mFaceParents;
234
235        GlRendererBuffer *renderer;
236
237        /// if box around view space should be used
238        bool mUseViewSpaceBox;
239};
240
241
242}
243
244#endif
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