source: GTP/trunk/Lib/Vis/Preprocessing/src/Preprocessor.h @ 2695

Revision 2695, 9.0 KB checked in by mattausch, 16 years ago (diff)

debug version: problematic view points for vienna detected

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;
33class SceneGraphLeaf;
34class GlRendererWidget;
35
36
37/** Namespace for the external visibility preprocessor
38
39    This namespace includes all classes which are created by the VUT (Vienna University
40    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
41    (www.gametools.org).
42*/
43 
44/** Main class of the visibility preprocessor. Responsible for loading and
45    saving of the input and output files. Initiates construction of the kD-tree,
46    viewcell loading/generation and the visibility computation itself.
47*/
48class Preprocessor
49{
50        friend class RayCaster;
51        friend class IntelRayCaster;
52        friend class InternalRayCaster;
53        friend class HavranRayCaster;
54
55public:
56        /** Default constructor initialising e.g., KD tree and BSP tree.
57        */
58        Preprocessor();
59
60        virtual ~Preprocessor();
61        /** Load the input scene.
62                @param filename file to load
63                @return true on success
64        */
65        virtual bool LoadScene(const string &filename);
66        /** Export all preprocessed data in a XML format understandable by the
67                PreprocessingInterface of the GtpVisibilityPreprocessor Module.
68                The file can be compressed depending on the environement settings.
69                @return true on successful export
70        */
71        virtual bool ExportPreprocessedData(const string &filename);
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        /** 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        /** Post Process the computed visibility. By default applys the visibility filter
83                (if specified in the environment and export the preprocessed data
84        */
85        virtual bool PostProcessVisibility();
86        /** View cells are either loaded or prepared for generation, according to the chosen environment
87                object. Important evironment options are, e.g, the view cell type.
88                Should be done after scene loading (i.e., some options are based on scene type).
89        */
90        bool PrepareViewCells();
91        /** Construct viewcells from the scratch
92        */
93        bool ConstructViewCells();
94        /** Returns the specified sample strategy, NULL if no valid strategy.
95        */
96        SamplingStrategy *GenerateSamplingStrategy(const int strategyId);
97        /** Export preprocessor data.
98        */
99        bool Export(const string &filename, const bool scene, const bool kdtree); 
100
101        virtual void KdTreeStatistics(ostream &s);
102        virtual void BspTreeStatistics(ostream &s);
103
104        /** Loads samples from file.
105        @param samples returns the stored sample rays
106        @param objects needed to associate the objects ids
107        @returns true if samples were loaded successfully
108        */
109        bool LoadSamples(VssRayContainer &samples, ObjectContainer &objects) const;
110
111        /** Exports samples to file.
112                @returns true if samples were written successfully
113        */
114        bool ExportSamples(const VssRayContainer &samples) const;
115
116        bool LoadKdTree(const string &filename);
117        bool ExportKdTree(const string &filename);
118
119        virtual bool
120        ExportRays(const char *filename,
121                           const VssRayContainer &vssRays,
122                           const int number,
123                           const bool exportScene = false
124                           );
125
126        bool ExportRayAnimation(const char *filename,
127                                                        const vector<VssRayContainer> &vssRays);
128
129        virtual int     GenerateRays(const int number,
130                                                         SamplingStrategy &strategy,
131                                                         SimpleRayContainer &rays);
132
133        virtual int GenerateRays(const int number,
134                                                         const int raysType,
135                                                         SimpleRayContainer &rays);
136
137        bool GenerateRayBundle(SimpleRayContainer &rayBundle,
138                                                   const SimpleRay &mainRay,
139                                                   const int number,
140                                                   const int shuffleType) const;
141
142        virtual void CastRays(SimpleRayContainer &rays,
143                                                  VssRayContainer &vssRays,
144                                                  const bool castDoubleRays,
145                                                  const bool pruneInvalidRays = true);
146
147        virtual void
148                CastRaysWithHwGlobalLines(
149                SimpleRayContainer &rays,
150                VssRayContainer &vssRays,
151                const bool castDoubleRays,
152                const bool pruneInvalidRays
153                );
154
155        /** Compute pixel error of the current PVS solution by sampling given number of viewpoints.
156        */
157        virtual void ComputeRenderError();
158
159        /** Returns a view cells manager of the given name.
160        */
161        ViewCellsManager *CreateViewCellsManager(const char *name);
162
163        GlRendererBuffer *GetRenderer();
164
165        bool InitRayCast(const string &externKdTree, const string &internKdTree);
166
167        bool LoadInternKdTree(const string &internKdTree);
168
169        bool ExportObj(const string &filename, const ObjectContainer &objects);
170
171        Intersectable *GetParentObject(const int index) const;
172        Vector3 GetParentNormal(const int index) const;
173
174        /** Sets a preprocessor thread.
175        */
176        void SetThread(PreprocessorThread *t);
177
178        /** Returns a preprocessor thread.
179        */
180        PreprocessorThread *GetThread() const;
181
182        Intersectable *GetObjectById(const int id);
183
184        void PrepareHwGlobalLines();
185
186        virtual void DeterminePvsObjects(VssRayContainer &rays);
187
188        static bool LoadObjects(const string &filename,
189                                                        ObjectContainer &pvsObjects,
190                                                        const ObjectContainer &preprocessorObject);
191
192        /** Adds dynamic geometry
193        */
194        SceneGraphLeaf *LoadDynamicGeometry(const string &filename);
195
196        /** Register the dynamic object to be handled by the ray caster for visibility
197                computation.
198        */
199        SceneGraphLeaf *RegisterDynamicGeometryWithRayCaster(SceneGraphLeaf *leaf);
200
201       
202
203
204        /////////////////////////
205
206        /// scene graph loaded from file
207        SceneGraph *mSceneGraph;
208
209        /// raw array of objects
210        ObjectContainer mObjects;
211
212        /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
213        KdTree *mKdTree;
214        AxisAlignedBox3 sceneBox;
215
216        /// View space partition bsp tree
217        VspBspTree *mVspBspTree;
218        /// BSP tree representing the viewcells
219        BspTree *mBspTree;
220
221        /// list of all loaded occluders
222        ObjectContainer mOccluders;
223        /// list of all loaded occludees
224        ObjectContainer mOccludees;
225        /// the view cells manager
226        ViewCellsManager *mViewCellsManager;
227
228#if DYNAMIC_OBJECTS_HACK
229        DynamicObjectsContainer mDynamicObjects;
230#endif
231        /// greedy optimized hierarchy for both objects and view cells
232        VspOspTree *mVspOspTree;
233
234        bool mUseGlRenderer;
235        bool mUseGlDebugger;
236
237        bool mUseHwGlobalLines;
238        bool mLoadViewCells;
239
240        bool mDetectEmptyViewSpace;
241
242        bool mQuitOnFinish;
243        bool mLoadMeshes;
244        bool mComputeVisibility;
245
246        bool mExportVisibility;
247        string mVisibilityFileName;
248
249        bool mApplyVisibilityFilter;
250        bool mApplyVisibilitySpatialFilter;
251
252        float mVisibilityFilterWidth;
253
254        int mPass;
255
256        bool mStopComputation;
257
258        bool mExportObj;
259
260        bool mExportRays;
261        bool mExportAnimation;
262        int mExportNumRays;
263
264        ofstream mStats;
265
266        GlRendererBuffer *renderer;
267        GlRendererWidget *mRendererWidget;
268
269        int mTotalSamples;
270        int mCurrentSamples;
271
272        int mTotalTime;
273        int mSamplesPerPass;
274        int mSamplesPerEvaluation;
275 
276        int mTotalRaysCast;
277
278        RayCaster *mRayCaster;
279
280        int mGenericStats[2];
281
282        void ScheduleUpdateDynamicObjects();
283        void UpdateDynamicObjects();
284
285        /// triangle pvs for gvs
286        // hack: should be in gvspreprocessor but pulled
287        // out here for visualization purpose
288        ObjectContainer mTrianglePvs;
289
290        //std::vector<int> mDummyBuffer;
291
292
293protected:
294
295        bool LoadBinaryObj(const std::string &filename,
296                       SceneGraphLeaf *root,
297                                           std::vector<FaceParentInfo> *parents,
298                                           float scale = -1.0f);
299
300        bool ExportBinaryObj(const std::string &filename, SceneGraphLeaf *root);
301
302        void SetupRay(Ray &ray, const Vector3 &point,
303                      const Vector3 &direction) const;
304
305        void EvalPvsStat();
306
307        virtual void EvalViewCellHistogram();
308
309        /** Notify the preprocessor that an object has moved and must be reevaluated.
310        */
311        virtual void ObjectMoved(SceneGraphLeaf *object);
312
313
314
315        /////////////////////////
316
317        GlobalLinesRenderer *mGlobalLinesRenderer;
318
319        /// samples used for construction of the BSP view cells tree.
320        int mBspConstructionSamples;
321        /// samples used for construction of the VSP OSP tree.
322        int mVspOspConstructionSamples;
323        /// Simulates rendering of the scene.
324        RenderSimulator *mRenderSimulator;
325
326        vector<FaceParentInfo> mFaceParents;
327
328        /// if box around view space should be used
329        bool mUseViewSpaceBox;
330
331        PreprocessorThread *mThread;
332
333        bool mUpdateDynamicObjects;
334
335       
336};
337
338extern Preprocessor *preprocessor;
339
340}
341
342#endif
Note: See TracBrowser for help on using the repository browser.