source: trunk/VUT/GtpVisibilityPreprocessor/src/Preprocessor.h @ 496

Revision 496, 4.2 KB checked in by bittner, 19 years ago (diff)

glrenderer split into widget and buffer, buffer moved to the same thread as the preprocessor

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
10#include <QObject>
11
12class RenderSimulator;
13class SceneGraph;
14class Exporter;
15class ViewCellsManager;
16class BspTree;
17class VspKdTree;
18class VspBspTree;
19class RenderSimulator;
20struct VssRayContainer;
21
22class GlRendererBuffer;
23
24/** Namespace for the external visibility preprocessor
25
26    This namespace includes all classes which are created by the VUT (Vienna University
27    of Technology) for the External Visibility Preprocessor of the GTP (GameTools Project)
28    (www.gametools.org).
29*/
30 
31  /** Main class of the visibility preprocessor. Responsible for loading and
32      saving of the input and output files. Initiates construction of the kD-tree,
33      viewcell loading/generation and the visibility computation itself.
34  */
35class Preprocessor : public QObject {
36  Q_OBJECT
37
38public:
39        /** Default constructor initialising e.g., KD tree and BSP tree.
40        */
41        Preprocessor();
42
43   virtual ~Preprocessor();
44
45  /** Load the input scene.
46      @param filename file to load
47        @return true on success
48  */
49  virtual bool LoadScene(const string filename);
50 
51  /** Export all preprocessed data in a XML format understandable by the
52      PreprocessingInterface of the GtpVisibilityPreprocessor Module. The file can be compressed depending
53      on the environement settings.
54      @return true on successful export
55  */
56  virtual bool ExportPreprocessedData(const string filename);
57 
58  /** Build the KdTree of currently loaded occluders/occludees/viewcells. The construction
59      is driven by the environment settings, which also sais which of the three types of
60      entities should be used to drive the heuristical construction (only occluders by default)
61  */
62  virtual bool BuildKdTree();
63
64  /** Compute visibility method. This method has to be reimplemented by the actual
65      Preprocessor implementation (e.g. SamplingPreprocessor, ExactPreprocessor,
66      GlobalSamplingpreprocessor)
67    */
68  virtual bool ComputeVisibility() = 0;
69 
70  /** View cells are either loaded or prepared for generation, according to the chosen environment
71      object. Important evironment options are, e.g, the view cell type.
72      Should be done after scene loading (i.e., some options are based on scene type).
73  */
74  bool PrepareViewCells();
75 
76  bool
77  Export( const string filename,
78          const bool scene,
79          const bool kdtree,
80          const bool bsptree
81          );
82 
83 
84  virtual void KdTreeStatistics(ostream &s);
85  virtual void BspTreeStatistics(ostream &s);
86
87  /** Loads samples from file.
88          @param samples returns the stored sample rays
89          @param objects needed to associate the objects ids
90          @returns true if samples were loaded successfully
91  */
92  bool LoadSamples(VssRayContainer &samples,
93                                   ObjectContainer &objects) const;
94
95  /** Exports samples to file.
96          @returns true if samples were written successfully
97  */
98  bool WriteSamples(const VssRayContainer &samples) const;
99  /// scene graph loaded from file
100  SceneGraph *mSceneGraph;
101
102  /// raw array of objects
103  ObjectContainer mObjects;
104 
105  /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
106  KdTree *mKdTree;
107 
108  /// View space partition bsp tree
109  VspBspTree *mVspBspTree;
110  /// list of all loaded occluders
111  ObjectContainer mOccluders;
112  /// list of all loaded occludees
113  ObjectContainer mOccludees;
114   
115  /// BSP tree representing the viewcells
116  BspTree *mBspTree;
117
118  ViewCellsManager *mViewCellsManager;
119
120  /** Kd tree inducing a coarse partition of view space that are the building
121          blocks for view cells.
122  */
123  VspKdTree *mVspKdTree;
124
125  bool mUseGlRenderer;
126 
127protected:
128
129  /////////////////////////
130
131  /// samples used for construction of the BSP view cells tree.
132  int mBspConstructionSamples;
133   /// samples used for construction of the VSP KD tree.
134  int mVspKdConstructionSamples;
135  /** Simulates rendering of the scene.
136  */
137  RenderSimulator *mRenderSimulator;
138
139  GlRendererBuffer *renderer;
140 
141  signals:
142  void EvalPvsStat();
143
144};
145
146
147
148extern Preprocessor *preprocessor;
149
150#endif
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