source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 1926

Revision 1926, 6.9 KB checked in by mattausch, 17 years ago (diff)

worked on preprocessor with and without qt and threads

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;
159        Vector3 GetParentNormal(const int index) const;
160
161        /** Sets a Preprocessor thread.
162        */
163        void SetThread(PreprocessorThread *t);
164
165        /** Returns a Preprocessor thread.
166        */
167        PreprocessorThread *GetThread() const;
168
169
170
171        ////////////////////////////////////////////////
172
173        /// scene graph loaded from file
174        SceneGraph *mSceneGraph;
175
176        /// raw array of objects
177        ObjectContainer mObjects;
178
179        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
180        KdTree *mKdTree;
181        /// View space partition bsp tree
182        VspBspTree *mVspBspTree;
183        /// BSP tree representing the viewcells
184        BspTree *mBspTree;
185
186        /// list of all loaded occluders
187        ObjectContainer mOccluders;
188        /// list of all loaded occludees
189        ObjectContainer mOccludees;
190
191
192        ViewCellsManager *mViewCellsManager;
193
194        /// greedy optimized hierarchy for both objects and view cells
195        VspOspTree *mVspOspTree;
196
197        bool mUseGlRenderer;
198        bool mUseGlDebugger;
199
200        bool mLoadViewCells;
201
202        bool mDetectEmptyViewSpace;
203
204        bool mQuitOnFinish;
205        bool mLoadMeshes;
206        bool mComputeVisibility;
207
208        bool mExportVisibility;
209        string mVisibilityFileName;
210
211        bool mApplyVisibilityFilter;
212        bool mApplyVisibilitySpatialFilter;
213
214        float mVisibilityFilterWidth;
215
216        int mPass;
217 
218        bool mStopComputation;
219 
220        bool mExportObj;
221
222        bool mExportRays;
223        int mExportNumRays;
224
225        ofstream mStats;
226
227        GlRendererBuffer *renderer;
228
229
230protected:
231
232        bool LoadBinaryObj(const string filename,
233                                           SceneGraphNode *root,
234                                           vector<FaceParentInfo> *parents);
235
236        bool ExportBinaryObj(const string filename, SceneGraphNode *root);
237
238        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
239
240        void EvalPvsStat();
241
242        virtual void EvalViewCellHistogram();
243
244        /////////////////////////
245
246        RayCaster *mRayCaster;
247        /// samples used for construction of the BSP view cells tree.
248        int mBspConstructionSamples;
249        /// samples used for construction of the VSP OSP tree.
250        int mVspOspConstructionSamples;
251        /// Simulates rendering of the scene.
252        RenderSimulator *mRenderSimulator;
253
254        vector<FaceParentInfo> mFaceParents;
255
256
257        /// if box around view space should be used
258        bool mUseViewSpaceBox;
259
260        PreprocessorThread *mThread;
261};
262
263  extern Preprocessor *preprocessor;
264
265}
266
267#endif
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