source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 1900

Revision 1900, 6.9 KB checked in by bittner, 18 years ago (diff)

experiments with different contribution computations

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
11namespace GtpVisibilityPreprocessor {
12  class PreprocessorThread;
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);
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 bool
124  ExportRays(const char *filename,
125                         const VssRayContainer &vssRays,
126                         const int number
127                         );
128       
129        virtual int
130        GenerateRays(const int number,
131                                 SamplingStrategy &strategy,
132                                 SimpleRayContainer &rays);
133
134  virtual int GenerateRays(const int number,
135                                                   const int raysType,
136                                                   SimpleRayContainer &rays);
137
138        bool GenerateRayBundle(SimpleRayContainer &rayBundle,
139                const SimpleRay &mainRay,
140                const int number,
141                const int shuffleType) const;
142
143        virtual void CastRays(SimpleRayContainer &rays,
144                                                  VssRayContainer &vssRays,
145                                                  const bool castDoubleRays,
146                                                  const bool pruneInvalidRays = true);
147
148        /** Returns a view cells manager of the given name.
149        */
150        ViewCellsManager *CreateViewCellsManager(const char *name);
151
152        GlRendererBuffer *GetRenderer();
153
154        bool InitRayCast(const string externKdTree, const string internKdTree);
155
156        bool ExportObj(const string filename, const ObjectContainer &objects);
157
158        Intersectable *GetParentObject(const int index) const;
159Vector3 GetParentNormal(const int index) const;
160        ////////////////////////////////////////////////
161
162        /// scene graph loaded from file
163        SceneGraph *mSceneGraph;
164
165        /// raw array of objects
166        ObjectContainer mObjects;
167
168        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
169        KdTree *mKdTree;
170        /// View space partition bsp tree
171        VspBspTree *mVspBspTree;
172        /// BSP tree representing the viewcells
173        BspTree *mBspTree;
174
175        /// list of all loaded occluders
176        ObjectContainer mOccluders;
177        /// list of all loaded occludees
178        ObjectContainer mOccludees;
179
180
181        ViewCellsManager *mViewCellsManager;
182
183        /// greedy optimized hierarchy for both objects and view cells
184        VspOspTree *mVspOspTree;
185
186        bool mUseGlRenderer;
187        bool mUseGlDebugger;
188
189        bool mLoadViewCells;
190
191        bool mDetectEmptyViewSpace;
192
193        bool mQuitOnFinish;
194        bool mLoadMeshes;
195        bool mComputeVisibility;
196
197        bool mExportVisibility;
198        string mVisibilityFileName;
199
200        bool mApplyVisibilityFilter;
201        bool mApplyVisibilitySpatialFilter;
202
203        float mVisibilityFilterWidth;
204
205        int mPass;
206 
207    bool mDelayVisibilityComputation;
208        bool mStopComputation;
209 
210        bool mExportObj;
211
212  bool mExportRays;
213  int mExportNumRays;
214
215        ofstream mStats;
216
217  GlRendererBuffer *renderer;
218
219  void SetThread(PreprocessorThread *t) {
220        mThread = t;
221  }
222
223  PreprocessorThread *GetThread() const {
224        return mThread;
225  }
226
227protected:
228
229        bool LoadBinaryObj(const string filename,
230                                           SceneGraphNode *root,
231                                           vector<FaceParentInfo> *parents);
232
233        bool ExportBinaryObj(const string filename, SceneGraphNode *root);
234
235        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
236
237        void EvalPvsStat();
238
239        virtual void EvalViewCellHistogram();
240
241        /////////////////////////
242
243        RayCaster *mRayCaster;
244        /// samples used for construction of the BSP view cells tree.
245        int mBspConstructionSamples;
246        /// samples used for construction of the VSP OSP tree.
247        int mVspOspConstructionSamples;
248        /// Simulates rendering of the scene.
249        RenderSimulator *mRenderSimulator;
250
251        vector<FaceParentInfo> mFaceParents;
252
253
254        /// if box around view space should be used
255        bool mUseViewSpaceBox;
256
257  PreprocessorThread *mThread;
258};
259
260  extern Preprocessor *preprocessor;
261
262}
263
264#endif
Note: See TracBrowser for help on using the repository browser.