source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 2176

Revision 2176, 8.0 KB checked in by mattausch, 17 years ago (diff)

removed using namespace std from .h

Line 
1#ifndef _Preprocessor_H__
2#define _Preprocessor_H__
3
4#include <string>
5//
6#include "Containers.h"
7#include "Mesh.h"
8#include "KdTree.h"
9#include "SimpleRay.h"
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  virtual void
153  CastRaysWithHwGlobalLines(
154                                                        SimpleRayContainer &rays,
155                                                        VssRayContainer &vssRays,
156                                                        const bool castDoubleRays,
157                                                        const bool pruneInvalidRays
158                                                        );
159
160        /** Compute pixel error of the current PVS solution by sampling given number of viewpoints .
161        */
162        virtual void ComputeRenderError();
163
164        /** Returns a view cells manager of the given name.
165        */
166        ViewCellsManager *CreateViewCellsManager(const char *name);
167
168        GlRendererBuffer *GetRenderer();
169
170        bool InitRayCast(const string externKdTree, const string internKdTree);
171
172        bool LoadInternKdTree(const string internKdTree);
173
174        bool ExportObj(const string filename, const ObjectContainer &objects);
175
176        Intersectable *GetParentObject(const int index) const;
177        Vector3 GetParentNormal(const int index) const;
178
179        /** Sets a Preprocessor thread.
180        */
181        void SetThread(PreprocessorThread *t);
182
183        /** Returns a Preprocessor thread.
184        */
185        PreprocessorThread *GetThread() const;
186
187        Intersectable *GetObjectById(const int id);
188
189        void PrepareHwGlobalLines();
190
191        virtual void DeterminePvsObjects(VssRayContainer &rays);
192
193        static bool LoadObjects(const string &filename,
194                                                        ObjectContainer &pvsObjects,
195                                                        const ObjectContainer &preprocessorObject);
196
197        ////////////////////////////////////////////////
198
199        /// scene graph loaded from file
200        SceneGraph *mSceneGraph;
201
202        /// raw array of objects
203        ObjectContainer mObjects;
204
205        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
206        KdTree *mKdTree;
207        /// View space partition bsp tree
208        VspBspTree *mVspBspTree;
209        /// BSP tree representing the viewcells
210        BspTree *mBspTree;
211
212        /// list of all loaded occluders
213        ObjectContainer mOccluders;
214        /// list of all loaded occludees
215        ObjectContainer mOccludees;
216
217
218        ViewCellsManager *mViewCellsManager;
219
220        /// greedy optimized hierarchy for both objects and view cells
221        VspOspTree *mVspOspTree;
222
223        bool mUseGlRenderer;
224        bool mUseGlDebugger;
225  bool mUseHwGlobalLines;
226        bool mLoadViewCells;
227
228        bool mDetectEmptyViewSpace;
229
230        bool mQuitOnFinish;
231        bool mLoadMeshes;
232        bool mComputeVisibility;
233
234        bool mExportVisibility;
235        string mVisibilityFileName;
236
237        bool mApplyVisibilityFilter;
238        bool mApplyVisibilitySpatialFilter;
239
240        float mVisibilityFilterWidth;
241
242        int mPass;
243 
244        bool mStopComputation;
245 
246        bool mExportObj;
247
248        bool mExportRays;
249        bool mExportAnimation;
250        int mExportNumRays;
251
252        ofstream mStats;
253
254        GlRendererBuffer *renderer;
255 
256        int mTotalSamples;
257        int mTotalTime;
258        int mSamplesPerPass;
259        int mSamplesPerEvaluation;
260
261        RayCaster *mRayCaster;
262
263protected:
264
265        bool LoadBinaryObj(const string &filename,
266                                           SceneGraphNode *root,
267                                           vector<FaceParentInfo> *parents);
268
269        bool ExportBinaryObj(const string filename, SceneGraphNode *root);
270
271        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
272
273        void EvalPvsStat();
274
275        virtual void EvalViewCellHistogram();
276
277        /////////////////////////
278
279        GlobalLinesRenderer *mGlobalLinesRenderer;
280
281        /// samples used for construction of the BSP view cells tree.
282        int mBspConstructionSamples;
283        /// samples used for construction of the VSP OSP tree.
284        int mVspOspConstructionSamples;
285        /// Simulates rendering of the scene.
286        RenderSimulator *mRenderSimulator;
287
288        vector<FaceParentInfo> mFaceParents;
289
290
291 
292        /// if box around view space should be used
293        bool mUseViewSpaceBox;
294
295        PreprocessorThread *mThread;
296};
297
298extern Preprocessor *preprocessor;
299
300}
301
302#endif
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