source: trunk/VUT/GtpVisibilityPreprocessor/src/Preprocessor.h @ 445

Revision 445, 3.3 KB checked in by mattausch, 19 years ago (diff)

Added VspBspTree? functionality:
This is a view space partitioning specialised BSPtree.
There are no polygon splits, but we split the sample rays.
The candidates for the next split plane are evaluated only
by checking the sampled visibility information.
The polygons are employed merely as candidates for the next split planes.

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
10class RenderSimulator;
11class SceneGraph;
12class Exporter;
13class ViewCellsManager;
14class BspTree;
15class VspKdTree;
16class VspBspTree;
17
18/** Namespace for the external visibility preprocessor
19
20    This namespace includes all classes which are created by the VUT (Vienna University
21    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
22    (www.gametools.org).
23*/
24 
25  /** Main class of the visibility preprocessor. Responsible for loading and
26      saving of the input and output files. Initiates construction of the kD-tree,
27      viewcell loading/generation and the visibility computation itself.
28  */
29class Preprocessor {
30public:
31        /** Default constructor initialising e.g., KD tree and BSP tree.
32        */
33        Preprocessor();
34
35   virtual ~Preprocessor();
36
37  /** Load the input scene.
38      @param filename file to load
39        @return true on success
40  */
41  virtual bool LoadScene(const string filename);
42 
43  /** Export all preprocessed data in a XML format understandable by the
44      PreprocessingInterface of the GtpVisibilityPreprocessor Module. The file can be compressed depending
45      on the environement settings.
46      @return true on successful export
47  */
48  virtual bool ExportPreprocessedData(const string filename);
49 
50  /** Build the KdTree of currently loaded occluders/occludees/viewcells. The construction
51      is driven by the environment settings, which also sais which of the three types of
52      entities should be used to drive the heuristical construction (only occluders by default)
53  */
54  virtual bool BuildKdTree();
55
56  /** Compute visibility method. This method has to be reimplemented by the actual
57      Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
58      GlobalSamplingpreprocessor)
59    */
60  virtual bool ComputeVisibility() = 0;
61 
62  /** View cells are either loaded or prepared for generation, according to the chosen environment
63      object. Important evironment options are, e.g, the view cell type.
64      Should be done after scene loading (i.e., some options are based on scene type).
65  */
66  bool PrepareViewCells();
67 
68  bool
69  Export( const string filename,
70          const bool scene,
71          const bool kdtree,
72          const bool bsptree
73          );
74 
75 
76  virtual void KdTreeStatistics(ostream &s);
77  virtual void BspTreeStatistics(ostream &s);
78
79  /// scene graph loaded from file
80  SceneGraph *mSceneGraph;
81 
82  /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
83  KdTree *mKdTree;
84 
85  /// View space partition bsp tree
86  VspBspTree *mVspBspTree;
87  /// list of all loaded occluders
88  ObjectContainer mOccluders;
89  /// list of all loaded occludees
90  ObjectContainer mOccludees;
91   
92  /// BSP tree representing the viewcells
93  BspTree *mBspTree;
94
95  ViewCellsManager *mViewCellsManager;
96
97  /** Kd tree inducing a coarse partition of view space that are the building
98          blocks for view cells.
99  */
100  VspKdTree *mVspKdTree;
101
102protected:
103
104  /////////////////////////
105
106  /// samples used for construction of the BSP view cells tree.
107  int mBspConstructionSamples;
108   /// samples used for construction of the VSP KD tree.
109  int mVspKdConstructionSamples;
110};
111
112
113
114
115
116#endif
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