source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 1966

Revision 1966, 7.1 KB checked in by bittner, 18 years ago (diff)

samplign preprocessor updates, merge

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
34/** Namespace for the external visibility preprocessor
35
36    This namespace includes all classes which are created by the VUT (Vienna University
37    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
38    (www.gametools.org).
39*/
40 
41/** Main class of the visibility preprocessor. Responsible for loading and
42    saving of the input and output files. Initiates construction of the kD-tree,
43    viewcell loading/generation and the visibility computation itself.
44*/
45class Preprocessor
46{
47        friend class RayCaster;
48        friend class IntelRayCaster;
49        friend class InternalRayCaster;
50
51public:
52        /** Default constructor initialising e.g., KD tree and BSP tree.
53        */
54        Preprocessor();
55
56        virtual ~Preprocessor();
57
58        /** Load the input scene.
59        @param filename file to load
60        @return true on success
61        */
62        virtual bool LoadScene(const string filename);
63
64        /** Export all preprocessed data in a XML format understandable by the
65        PreprocessingInterface of the GtpVisibilityPreprocessor Module.
66        The file can be compressed depending on the environement settings.
67        @return true on successful export
68        */
69        virtual bool ExportPreprocessedData(const string filename);
70
71        /** Build the KdTree of currently loaded occluders/occludees/viewcells. The construction
72        is driven by the environment settings, which also sais which of the three types of
73        entities should be used to drive the heuristical construction (only occluders by default)
74        */
75        virtual bool BuildKdTree();
76
77        /** Compute visibility method. This method has to be reimplemented by the actual
78        Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
79        GlobalSamplingpreprocessor)
80        */
81        virtual bool ComputeVisibility() = 0;
82
83        /** Post Process the computed visibility. By default applys the visibility filter
84        (if specified in the environment and export the preprocessed data */
85        virtual bool PostProcessVisibility();
86
87        /** View cells are either loaded or prepared for generation, according to the chosen environment
88        object. Important evironment options are, e.g, the view cell type.
89        Should be done after scene loading (i.e., some options are based on scene type).
90        */
91        bool PrepareViewCells();
92
93        /** Construct viewcells from the scratch
94        */
95        bool ConstructViewCells();
96
97        /** Returns the specified sample strategy, NULL if no valid strategy.
98        */
99        SamplingStrategy *GenerateSamplingStrategy(const int strategyId);
100
101        /** Export preprocessor data.
102        */
103        bool Export(const string filename, const bool scene, const bool kdtree); 
104
105        virtual void KdTreeStatistics(ostream &s);
106        virtual void BspTreeStatistics(ostream &s);
107
108        /** Loads samples from file.
109        @param samples returns the stored sample rays
110        @param objects needed to associate the objects ids
111        @returns true if samples were loaded successfully
112        */
113        bool LoadSamples(VssRayContainer &samples,
114                ObjectContainer &objects) const;
115
116        /** Exports samples to file.
117        @returns true if samples were written successfully
118        */
119        bool ExportSamples(const VssRayContainer &samples) const;
120
121        bool LoadKdTree(const string filename);
122        bool ExportKdTree(const string filename);
123
124        virtual bool
125                ExportRays(const char *filename,
126                const VssRayContainer &vssRays,
127                const int number
128                );
129
130        virtual int
131                GenerateRays(const int number,
132                SamplingStrategy &strategy,
133                SimpleRayContainer &rays);
134
135        virtual int GenerateRays(const int number,
136                const int raysType,
137                SimpleRayContainer &rays);
138
139        bool GenerateRayBundle(SimpleRayContainer &rayBundle,
140                const SimpleRay &mainRay,
141                const int number,
142                const int shuffleType) const;
143
144        virtual void CastRays(SimpleRayContainer &rays,
145                                                  VssRayContainer &vssRays,
146                                                  const bool castDoubleRays,
147                                                  const bool pruneInvalidRays = true);
148
149        /** Compute pixel error of the current PVS solution by sampling given number of viewpoints */
150        virtual void ComputeRenderError();
151
152        /** Returns a view cells manager of the given name.
153        */
154        ViewCellsManager *CreateViewCellsManager(const char *name);
155
156        GlRendererBuffer *GetRenderer();
157
158        bool InitRayCast(const string externKdTree, const string internKdTree);
159
160        bool ExportObj(const string filename, const ObjectContainer &objects);
161
162        Intersectable *GetParentObject(const int index) const;
163        Vector3 GetParentNormal(const int index) const;
164
165        /** Sets a Preprocessor thread.
166        */
167        void SetThread(PreprocessorThread *t);
168
169        /** Returns a Preprocessor thread.
170        */
171        PreprocessorThread *GetThread() const;
172
173       
174        Intersectable *GetObjectById(const int id);
175
176
177        ////////////////////////////////////////////////
178
179        /// scene graph loaded from file
180        SceneGraph *mSceneGraph;
181
182        /// raw array of objects
183        ObjectContainer mObjects;
184
185        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
186        KdTree *mKdTree;
187        /// View space partition bsp tree
188        VspBspTree *mVspBspTree;
189        /// BSP tree representing the viewcells
190        BspTree *mBspTree;
191
192        /// list of all loaded occluders
193        ObjectContainer mOccluders;
194        /// list of all loaded occludees
195        ObjectContainer mOccludees;
196
197
198        ViewCellsManager *mViewCellsManager;
199
200        /// greedy optimized hierarchy for both objects and view cells
201        VspOspTree *mVspOspTree;
202
203        bool mUseGlRenderer;
204        bool mUseGlDebugger;
205
206        bool mLoadViewCells;
207
208        bool mDetectEmptyViewSpace;
209
210        bool mQuitOnFinish;
211        bool mLoadMeshes;
212        bool mComputeVisibility;
213
214        bool mExportVisibility;
215        string mVisibilityFileName;
216
217        bool mApplyVisibilityFilter;
218        bool mApplyVisibilitySpatialFilter;
219
220        float mVisibilityFilterWidth;
221
222        int mPass;
223 
224        bool mStopComputation;
225 
226        bool mExportObj;
227
228        bool mExportRays;
229        int mExportNumRays;
230
231        ofstream mStats;
232
233        GlRendererBuffer *renderer;
234 
235        int mTotalSamples;
236  int mSamplesPerPass;
237  int mSamplesPerEvaluation;
238
239protected:
240
241        bool LoadBinaryObj(const string filename,
242                                           SceneGraphNode *root,
243                                           vector<FaceParentInfo> *parents);
244
245        bool ExportBinaryObj(const string filename, SceneGraphNode *root);
246
247        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
248
249        void EvalPvsStat();
250
251        virtual void EvalViewCellHistogram();
252
253        /////////////////////////
254
255        RayCaster *mRayCaster;
256        /// samples used for construction of the BSP view cells tree.
257        int mBspConstructionSamples;
258        /// samples used for construction of the VSP OSP tree.
259        int mVspOspConstructionSamples;
260        /// Simulates rendering of the scene.
261        RenderSimulator *mRenderSimulator;
262
263        vector<FaceParentInfo> mFaceParents;
264
265
266        /// if box around view space should be used
267        bool mUseViewSpaceBox;
268
269        PreprocessorThread *mThread;
270};
271
272  extern Preprocessor *preprocessor;
273
274}
275
276#endif
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