source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 2342

Revision 2342, 8.0 KB checked in by mattausch, 18 years ago (diff)
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
11
12namespace GtpVisibilityPreprocessor {
13
14class PreprocessorThread; 
15class RenderSimulator;
16class SceneGraph;
17class Exporter;
18class ViewCellsManager;
19class BspTree;
20class VspOspTree;
21class VspBspTree;
22class RenderSimulator;
23struct VssRayContainer;
24class SamplingStrategy;
25class GlRendererBuffer;
26class VspTree;
27class HierarchyManager;
28class BvHierarchy;
29class Intersectable;
30class VssRay;
31class RayCaster;
32class GlobalLinesRenderer;
33
34
35/** Namespace for the external visibility preprocessor
36
37    This namespace includes all classes which are created by the VUT (Vienna University
38    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
39    (www.gametools.org).
40*/
41 
42/** Main class of the visibility preprocessor. Responsible for loading and
43    saving of the input and output files. Initiates construction of the kD-tree,
44    viewcell loading/generation and the visibility computation itself.
45*/
46class Preprocessor
47{
48        friend class RayCaster;
49        friend class IntelRayCaster;
50        friend class InternalRayCaster;
51
52public:
53        /** Default constructor initialising e.g., KD tree and BSP tree.
54        */
55        Preprocessor();
56
57        virtual ~Preprocessor();
58
59        /** Load the input scene.
60                @param filename file to load
61                @return true on success
62        */
63        virtual bool LoadScene(const string &filename);
64
65        /** Export all preprocessed data in a XML format understandable by the
66                PreprocessingInterface of the GtpVisibilityPreprocessor Module.
67                The file can be compressed depending on the environement settings.
68                @return true on successful export
69        */
70        virtual bool ExportPreprocessedData(const string &filename);
71
72        /** Build the KdTree of currently loaded occluders/occludees/viewcells. The construction
73                is driven by the environment settings, which also sais which of the three types of
74                entities should be used to drive the heuristical construction (only occluders by default)
75        */
76        virtual bool BuildKdTree();
77
78        /** Compute visibility method. This method has to be reimplemented by the actual
79                Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
80                GlobalSamplingpreprocessor)
81        */
82        virtual bool ComputeVisibility() = 0;
83
84        /** Post Process the computed visibility. By default applys the visibility filter
85                (if specified in the environment and export the preprocessed data
86                */
87        virtual bool PostProcessVisibility();
88
89        /** View cells are either loaded or prepared for generation, according to the chosen environment
90                object. Important evironment options are, e.g, the view cell type.
91                Should be done after scene loading (i.e., some options are based on scene type).
92        */
93        bool PrepareViewCells();
94
95        /** Construct viewcells from the scratch
96        */
97        bool ConstructViewCells();
98
99        /** Returns the specified sample strategy, NULL if no valid strategy.
100        */
101        SamplingStrategy *GenerateSamplingStrategy(const int strategyId);
102
103        /** Export preprocessor data.
104        */
105        bool Export(const string &filename, const bool scene, const bool kdtree); 
106
107        virtual void KdTreeStatistics(ostream &s);
108        virtual void BspTreeStatistics(ostream &s);
109
110        /** Loads samples from file.
111        @param samples returns the stored sample rays
112        @param objects needed to associate the objects ids
113        @returns true if samples were loaded successfully
114        */
115        bool LoadSamples(VssRayContainer &samples, ObjectContainer &objects) const;
116
117        /** Exports samples to file.
118                @returns true if samples were written successfully
119        */
120        bool ExportSamples(const VssRayContainer &samples) const;
121
122        bool LoadKdTree(const string &filename);
123        bool ExportKdTree(const string &filename);
124
125        virtual bool
126        ExportRays(const char *filename,
127                           const VssRayContainer &vssRays,
128                           const int number,
129                           const bool exportScene = false
130                           );
131
132        bool ExportRayAnimation(const char *filename,
133                                                        const vector<VssRayContainer> &vssRays);
134
135        virtual int     GenerateRays(const int number,
136                                                         SamplingStrategy &strategy,
137                                                         SimpleRayContainer &rays);
138
139        virtual int GenerateRays(const int number,
140                                                         const int raysType,
141                                                         SimpleRayContainer &rays);
142
143        bool GenerateRayBundle(SimpleRayContainer &rayBundle,
144                                                   const SimpleRay &mainRay,
145                                                   const int number,
146                                                   const int shuffleType) const;
147
148        virtual void CastRays(SimpleRayContainer &rays,
149                                                  VssRayContainer &vssRays,
150                                                  const bool castDoubleRays,
151                                                  const bool pruneInvalidRays = true);
152
153        virtual void
154                CastRaysWithHwGlobalLines(
155                SimpleRayContainer &rays,
156                VssRayContainer &vssRays,
157                const bool castDoubleRays,
158                const bool pruneInvalidRays
159                );
160
161        /** Compute pixel error of the current PVS solution by sampling given number of viewpoints.
162        */
163        virtual void ComputeRenderError();
164
165        /** Returns a view cells manager of the given name.
166        */
167        ViewCellsManager *CreateViewCellsManager(const char *name);
168
169        GlRendererBuffer *GetRenderer();
170
171        bool InitRayCast(const string &externKdTree, const string &internKdTree);
172
173        bool LoadInternKdTree(const string &internKdTree);
174
175        bool ExportObj(const string &filename, const ObjectContainer &objects);
176
177        Intersectable *GetParentObject(const int index) const;
178        Vector3 GetParentNormal(const int index) const;
179
180        /** Sets a Preprocessor thread.
181        */
182        void SetThread(PreprocessorThread *t);
183
184        /** Returns a Preprocessor thread.
185        */
186        PreprocessorThread *GetThread() const;
187
188        Intersectable *GetObjectById(const int id);
189
190        void PrepareHwGlobalLines();
191
192        virtual void DeterminePvsObjects(VssRayContainer &rays);
193
194        static bool LoadObjects(const string &filename,
195                                    ObjectContainer &pvsObjects,
196                                                        const ObjectContainer &preprocessorObject);
197
198
199        /////////////////////////
200
201        /// scene graph loaded from file
202        SceneGraph *mSceneGraph;
203
204        /// raw array of objects
205        ObjectContainer mObjects;
206
207        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
208        KdTree *mKdTree;
209        /// View space partition bsp tree
210        VspBspTree *mVspBspTree;
211        /// BSP tree representing the viewcells
212        BspTree *mBspTree;
213
214        /// list of all loaded occluders
215        ObjectContainer mOccluders;
216        /// list of all loaded occludees
217        ObjectContainer mOccludees;
218
219
220        ViewCellsManager *mViewCellsManager;
221
222        /// greedy optimized hierarchy for both objects and view cells
223        VspOspTree *mVspOspTree;
224
225        bool mUseGlRenderer;
226        bool mUseGlDebugger;
227
228        bool mUseHwGlobalLines;
229        bool mLoadViewCells;
230
231        bool mDetectEmptyViewSpace;
232
233        bool mQuitOnFinish;
234        bool mLoadMeshes;
235        bool mComputeVisibility;
236
237        bool mExportVisibility;
238        string mVisibilityFileName;
239
240        bool mApplyVisibilityFilter;
241        bool mApplyVisibilitySpatialFilter;
242
243        float mVisibilityFilterWidth;
244
245        int mPass;
246
247        bool mStopComputation;
248
249        bool mExportObj;
250
251        bool mExportRays;
252        bool mExportAnimation;
253        int mExportNumRays;
254
255        ofstream mStats;
256
257        GlRendererBuffer *renderer;
258
259        int mTotalSamples;
260        int mTotalTime;
261        int mSamplesPerPass;
262        int mSamplesPerEvaluation;
263
264        RayCaster *mRayCaster;
265
266
267protected:
268
269        bool LoadBinaryObj(const std::string &filename,
270                       SceneGraphNode *root,
271                                           std::vector<FaceParentInfo> *parents);
272
273        bool ExportBinaryObj(const std::string &filename, SceneGraphNode *root);
274
275        void SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction) const;
276
277        void EvalPvsStat();
278
279        virtual void EvalViewCellHistogram();
280
281
282        /////////////////////////
283
284        GlobalLinesRenderer *mGlobalLinesRenderer;
285
286        /// samples used for construction of the BSP view cells tree.
287        int mBspConstructionSamples;
288        /// samples used for construction of the VSP OSP tree.
289        int mVspOspConstructionSamples;
290        /// Simulates rendering of the scene.
291        RenderSimulator *mRenderSimulator;
292
293        vector<FaceParentInfo> mFaceParents;
294
295        /// if box around view space should be used
296        bool mUseViewSpaceBox;
297
298        PreprocessorThread *mThread;
299};
300
301extern Preprocessor *preprocessor;
302
303}
304
305#endif
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