source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 2048

Revision 2048, 7.6 KB checked in by mattausch, 17 years ago (diff)
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;
31class GlobalLinesRenderer;
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                           const bool exportScene = false
129                           );
130
131        bool ExportRayAnimation(const char *filename,
132                                                        const vector<VssRayContainer> &vssRays);
133
134        virtual int     GenerateRays(const int number,
135                                                         SamplingStrategy &strategy,
136                                                         SimpleRayContainer &rays);
137
138        virtual int GenerateRays(const int number,
139                                                         const int raysType,
140                                                         SimpleRayContainer &rays);
141
142        bool GenerateRayBundle(SimpleRayContainer &rayBundle,
143                                                   const SimpleRay &mainRay,
144                                                   const int number,
145                                                   const int shuffleType) const;
146
147        virtual void CastRays(SimpleRayContainer &rays,
148                                                  VssRayContainer &vssRays,
149                                                  const bool castDoubleRays,
150                                                  const bool pruneInvalidRays = true);
151
152        /** Compute pixel error of the current PVS solution by sampling given number of viewpoints .
153        */
154        virtual void ComputeRenderError();
155
156        /** Returns a view cells manager of the given name.
157        */
158        ViewCellsManager *CreateViewCellsManager(const char *name);
159
160        GlRendererBuffer *GetRenderer();
161
162        bool InitRayCast(const string externKdTree, const string internKdTree);
163
164        bool LoadInternKdTree(const string internKdTree);
165
166        bool ExportObj(const string filename, const ObjectContainer &objects);
167
168        Intersectable *GetParentObject(const int index) const;
169        Vector3 GetParentNormal(const int index) const;
170
171        /** Sets a Preprocessor thread.
172        */
173        void SetThread(PreprocessorThread *t);
174
175        /** Returns a Preprocessor thread.
176        */
177        PreprocessorThread *GetThread() const;
178
179        Intersectable *GetObjectById(const int id);
180
181        void PrepareHwGlobalLines();
182
183        virtual void DeterminePvsObjects(VssRayContainer &rays);
184
185
186        ////////////////////////////////////////////////
187
188        /// scene graph loaded from file
189        SceneGraph *mSceneGraph;
190
191        /// raw array of objects
192        ObjectContainer mObjects;
193
194        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
195        KdTree *mKdTree;
196        /// View space partition bsp tree
197        VspBspTree *mVspBspTree;
198        /// BSP tree representing the viewcells
199        BspTree *mBspTree;
200
201        /// list of all loaded occluders
202        ObjectContainer mOccluders;
203        /// list of all loaded occludees
204        ObjectContainer mOccludees;
205
206
207        ViewCellsManager *mViewCellsManager;
208
209        /// greedy optimized hierarchy for both objects and view cells
210        VspOspTree *mVspOspTree;
211
212        bool mUseGlRenderer;
213        bool mUseGlDebugger;
214
215        bool mLoadViewCells;
216
217        bool mDetectEmptyViewSpace;
218
219        bool mQuitOnFinish;
220        bool mLoadMeshes;
221        bool mComputeVisibility;
222
223        bool mExportVisibility;
224        string mVisibilityFileName;
225
226        bool mApplyVisibilityFilter;
227        bool mApplyVisibilitySpatialFilter;
228
229        float mVisibilityFilterWidth;
230
231        int mPass;
232 
233        bool mStopComputation;
234 
235        bool mExportObj;
236
237        bool mExportRays;
238        bool mExportAnimation;
239        int mExportNumRays;
240
241        ofstream mStats;
242
243        GlRendererBuffer *renderer;
244 
245        int mTotalSamples;
246        int mTotalTime;
247        int mSamplesPerPass;
248        int mSamplesPerEvaluation;
249
250protected:
251
252        bool LoadBinaryObj(const string filename,
253                                           SceneGraphNode *root,
254                                           vector<FaceParentInfo> *parents);
255
256        bool ExportBinaryObj(const string filename, SceneGraphNode *root);
257
258        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
259
260        void EvalPvsStat();
261
262        virtual void EvalViewCellHistogram();
263
264        /////////////////////////
265
266        GlobalLinesRenderer *mGlobalLinesRenderer;
267
268        RayCaster *mRayCaster;
269        /// samples used for construction of the BSP view cells tree.
270        int mBspConstructionSamples;
271        /// samples used for construction of the VSP OSP tree.
272        int mVspOspConstructionSamples;
273        /// Simulates rendering of the scene.
274        RenderSimulator *mRenderSimulator;
275
276        vector<FaceParentInfo> mFaceParents;
277
278
279 
280        /// if box around view space should be used
281        bool mUseViewSpaceBox;
282
283        PreprocessorThread *mThread;
284};
285
286extern Preprocessor *preprocessor;
287
288}
289
290#endif
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