1 | #ifndef _VssPreprocessor_H__
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2 | #define _VssPreprocessor_H__
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3 |
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4 | #include <fstream>
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5 | //
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6 |
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7 | #include "Preprocessor.h"
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8 | #include "VssRay.h"
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9 |
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10 | namespace GtpVisibilityPreprocessor {
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11 |
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12 | class VssTree;
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13 | class VssTreeLeaf;
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14 |
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15 |
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16 |
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17 | /** Sampling based visibility preprocessing. The implementation is based on heuristical
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18 | sampling of view space */
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19 | class VssPreprocessor : public Preprocessor {
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20 | public:
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21 |
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22 | int mSamplesPerPass;
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23 | int mVssSamplesPerPass;
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24 | int mInitialSamples;
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25 | int mVssSamples;
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26 | bool mUseImportanceSampling;
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27 | bool mEnlargeViewSpace;
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28 | //AxisAlignedBox3 mViewSpaceBox;
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29 |
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30 |
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31 | ObjectContainer mObjects;
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32 |
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33 | /// if initial samples should be loaded from file
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34 | bool mLoadInitialSamples;
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35 | /// if initial samples should be stored in file
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36 | bool mStoreInitialSamples;
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37 |
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38 | // rays cast during the processing
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39 | VssRayContainer mVssRays;
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40 |
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41 | VssPreprocessor();
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42 | ~VssPreprocessor();
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43 |
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44 | virtual bool ComputeVisibility();
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45 |
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46 | Vector3
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47 | GetViewpoint(AxisAlignedBox3 *viewSpaceBox);
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48 |
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49 | Vector3
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50 | GetDirection(const Vector3 &viewpoint,
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51 | AxisAlignedBox3 *viewSpaceBox
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52 | );
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53 |
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54 | virtual bool
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55 | ExportRays(const char *filename,
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56 | const VssRayContainer &vssRays,
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57 | const int number,
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58 | const bool exportScene = false
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59 | );
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60 |
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61 |
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62 | int
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63 | GenerateImportanceRays(VssTree *vssTree,
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64 | const int desiredSamples,
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65 | SimpleRayContainer &rays
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66 | );
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67 |
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68 |
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69 | bool
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70 | ExportVssTreeLeaf(char *filename,
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71 | VssTree *tree,
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72 | VssTreeLeaf *leaf);
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73 |
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74 | void
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75 | ExportVssTreeLeaves(VssTree *tree, const int number);
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76 |
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77 |
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78 | bool
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79 | ExportVssTree(char *filename,
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80 | VssTree *tree,
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81 | const Vector3 &dir
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82 | );
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83 |
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84 |
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85 | float
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86 | GetAvgPvsSize(VssTree *tree,
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87 | const vector<AxisAlignedBox3> &viewcells
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88 | );
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89 |
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90 | void TestBeamCasting(VssTree *tre, ViewCellsManager *vm, const ObjectContainer &objects);
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91 |
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92 | void DeterminePvsObjects(VssRayContainer &rays);
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93 |
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94 | bool mTestBeamSampling;
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95 |
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96 | };
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97 |
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98 | }
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99 |
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100 | #endif
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