1 | #ifndef _Preprocessor_H__
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2 | #define _Preprocessor_H__
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3 |
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4 | #include <string>
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5 | using namespace std;
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6 | #include "Containers.h"
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7 | #include "Mesh.h"
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8 | #include "KdTree.h"
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9 |
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10 |
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11 | namespace GtpVisibilityPreprocessor {
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12 | class PreprocessorThread;
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13 |
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14 | class RenderSimulator;
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15 | class SceneGraph;
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16 | class Exporter;
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17 | class ViewCellsManager;
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18 | class BspTree;
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19 | class VspOspTree;
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20 | class VspBspTree;
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21 | class RenderSimulator;
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22 | struct VssRayContainer;
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23 | class SamplingStrategy;
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24 | class GlRendererBuffer;
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25 | class VspTree;
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26 | class HierarchyManager;
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27 | class BvHierarchy;
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28 | class Intersectable;
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29 | class VssRay;
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30 | class RayCaster;
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31 |
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32 |
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33 | /** Namespace for the external visibility preprocessor
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34 |
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35 | This namespace includes all classes which are created by the VUT (Vienna University
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36 | of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
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37 | (www.gametools.org).
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38 | */
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39 |
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40 | /** Main class of the visibility preprocessor. Responsible for loading and
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41 | saving of the input and output files. Initiates construction of the kD-tree,
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42 | viewcell loading/generation and the visibility computation itself.
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43 | */
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44 | class Preprocessor
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45 | {
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46 | friend class RayCaster;
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47 | friend class IntelRayCaster;
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48 | friend class InternalRayCaster;
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49 |
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50 | public:
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51 | /** Default constructor initialising e.g., KD tree and BSP tree.
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52 | */
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53 | Preprocessor();
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54 |
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55 | virtual ~Preprocessor();
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56 |
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57 | /** Load the input scene.
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58 | @param filename file to load
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59 | @return true on success
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60 | */
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61 | virtual bool LoadScene(const string filename);
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62 |
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63 | /** Export all preprocessed data in a XML format understandable by the
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64 | PreprocessingInterface of the GtpVisibilityPreprocessor Module.
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65 | The file can be compressed depending on the environement settings.
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66 | @return true on successful export
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67 | */
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68 | virtual bool ExportPreprocessedData(const string filename);
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69 |
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70 | /** Build the KdTree of currently loaded occluders/occludees/viewcells. The construction
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71 | is driven by the environment settings, which also sais which of the three types of
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72 | entities should be used to drive the heuristical construction (only occluders by default)
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73 | */
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74 | virtual bool BuildKdTree();
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75 |
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76 | /** Compute visibility method. This method has to be reimplemented by the actual
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77 | Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
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78 | GlobalSamplingpreprocessor)
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79 | */
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80 | virtual bool ComputeVisibility() = 0;
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81 |
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82 | /** Post Process the computed visibility. By default applys the visibility filter
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83 | (if specified in the environment and export the preprocessed data */
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84 | virtual bool PostProcessVisibility();
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85 |
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86 | /** View cells are either loaded or prepared for generation, according to the chosen environment
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87 | object. Important evironment options are, e.g, the view cell type.
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88 | Should be done after scene loading (i.e., some options are based on scene type).
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89 | */
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90 | bool PrepareViewCells();
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91 |
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92 | /** Construct viewcells from the scratch
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93 | */
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94 | bool ConstructViewCells();
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95 |
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96 | /** Returns the specified sample strategy, NULL if no valid strategy.
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97 | */
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98 | SamplingStrategy *GenerateSamplingStrategy(const int strategyId);
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99 |
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100 | /** Export preprocessor data.
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101 | */
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102 | bool Export(const string filename, const bool scene, const bool kdtree);
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103 |
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104 | virtual void KdTreeStatistics(ostream &s);
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105 | virtual void BspTreeStatistics(ostream &s);
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106 |
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107 | /** Loads samples from file.
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108 | @param samples returns the stored sample rays
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109 | @param objects needed to associate the objects ids
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110 | @returns true if samples were loaded successfully
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111 | */
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112 | bool LoadSamples(VssRayContainer &samples,
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113 | ObjectContainer &objects) const;
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114 |
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115 | /** Exports samples to file.
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116 | @returns true if samples were written successfully
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117 | */
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118 | bool ExportSamples(const VssRayContainer &samples) const;
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119 |
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120 | bool LoadKdTree(const string filename);
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121 | bool ExportKdTree(const string filename);
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122 |
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123 | virtual bool
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124 | ExportRays(const char *filename,
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125 | const VssRayContainer &vssRays,
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126 | const int number
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127 | );
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128 |
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129 | virtual int
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130 | GenerateRays(const int number,
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131 | SamplingStrategy &strategy,
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132 | SimpleRayContainer &rays);
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133 |
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134 | virtual int GenerateRays(const int number,
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135 | const int raysType,
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136 | SimpleRayContainer &rays);
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137 |
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138 | bool GenerateRayBundle(SimpleRayContainer &rayBundle,
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139 | const SimpleRay &mainRay,
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140 | const int number,
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141 | const int shuffleType) const;
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142 |
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143 | virtual void CastRays(SimpleRayContainer &rays,
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144 | VssRayContainer &vssRays,
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145 | const bool castDoubleRays,
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146 | const bool pruneInvalidRays = true);
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147 |
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148 | /** Compute pixel error of the current PVS solution by sampling given number of viewpoints */
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149 | virtual void
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150 | ComputeRenderError();
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151 |
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152 | /** Returns a view cells manager of the given name.
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153 | */
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154 | ViewCellsManager *CreateViewCellsManager(const char *name);
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155 |
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156 | GlRendererBuffer *GetRenderer();
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157 |
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158 | bool InitRayCast(const string externKdTree, const string internKdTree);
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159 |
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160 | bool ExportObj(const string filename, const ObjectContainer &objects);
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161 |
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162 | Intersectable *GetParentObject(const int index) const;
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163 | Vector3 GetParentNormal(const int index) const;
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164 |
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165 | /** Sets a Preprocessor thread.
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166 | */
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167 | void SetThread(PreprocessorThread *t);
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168 |
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169 | /** Returns a Preprocessor thread.
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170 | */
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171 | PreprocessorThread *GetThread() const;
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172 |
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173 |
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174 |
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175 | ////////////////////////////////////////////////
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176 |
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177 | /// scene graph loaded from file
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178 | SceneGraph *mSceneGraph;
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179 |
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180 | /// raw array of objects
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181 | ObjectContainer mObjects;
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182 |
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183 | /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
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184 | KdTree *mKdTree;
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185 | /// View space partition bsp tree
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186 | VspBspTree *mVspBspTree;
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187 | /// BSP tree representing the viewcells
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188 | BspTree *mBspTree;
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189 |
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190 | /// list of all loaded occluders
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191 | ObjectContainer mOccluders;
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192 | /// list of all loaded occludees
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193 | ObjectContainer mOccludees;
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194 |
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195 |
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196 | ViewCellsManager *mViewCellsManager;
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197 |
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198 | /// greedy optimized hierarchy for both objects and view cells
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199 | VspOspTree *mVspOspTree;
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200 |
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201 | bool mUseGlRenderer;
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202 | bool mUseGlDebugger;
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203 |
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204 | bool mLoadViewCells;
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205 |
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206 | bool mDetectEmptyViewSpace;
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207 |
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208 | bool mQuitOnFinish;
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209 | bool mLoadMeshes;
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210 | bool mComputeVisibility;
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211 |
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212 | bool mExportVisibility;
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213 | string mVisibilityFileName;
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214 |
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215 | bool mApplyVisibilityFilter;
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216 | bool mApplyVisibilitySpatialFilter;
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217 |
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218 | float mVisibilityFilterWidth;
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219 |
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220 | int mPass;
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221 |
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222 | bool mStopComputation;
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223 |
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224 | bool mExportObj;
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225 |
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226 | bool mExportRays;
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227 | int mExportNumRays;
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228 |
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229 | ofstream mStats;
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230 |
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231 | GlRendererBuffer *renderer;
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232 |
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233 |
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234 | protected:
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235 |
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236 | bool LoadBinaryObj(const string filename,
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237 | SceneGraphNode *root,
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238 | vector<FaceParentInfo> *parents);
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239 |
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240 | bool ExportBinaryObj(const string filename, SceneGraphNode *root);
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241 |
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242 | void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
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243 |
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244 | void EvalPvsStat();
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245 |
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246 | virtual void EvalViewCellHistogram();
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247 |
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248 | /////////////////////////
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249 |
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250 | RayCaster *mRayCaster;
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251 | /// samples used for construction of the BSP view cells tree.
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252 | int mBspConstructionSamples;
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253 | /// samples used for construction of the VSP OSP tree.
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254 | int mVspOspConstructionSamples;
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255 | /// Simulates rendering of the scene.
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256 | RenderSimulator *mRenderSimulator;
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257 |
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258 | vector<FaceParentInfo> mFaceParents;
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259 |
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260 |
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261 | /// if box around view space should be used
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262 | bool mUseViewSpaceBox;
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263 |
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264 | PreprocessorThread *mThread;
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265 | };
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266 |
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267 | extern Preprocessor *preprocessor;
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268 |
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269 | }
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270 |
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271 | #endif
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