source: trunk/VUT/GtpVisibilityPreprocessor/src/Preprocessor.h @ 576

Revision 576, 5.0 KB checked in by bittner, 18 years ago (diff)

rss preprocessor debugging + merge

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 ExportSamples(const VssRayContainer &samples) const;
99
100  /** Get Sample rays of particular type, returns false if this
101          type of rays is not supported by the preprocessor
102  */
103  enum {
104        OBJECT_BASED_DISTRIBUTION,
105        DIRECTION_BASED_DISTRIBUTION,
106        DIRECTION_BOX_BASED_DISTRIBUTION,
107        SPATIAL_BOX_BASED_DISTRIBUTION,
108        RSS_BASED_DISTRIBUTION,
109        RSS_SILHOUETTE_BASED_DISTRIBUTION,
110        VSS_BASED_DISTRIBUTION,
111        OBJECT_DIRECTION_BASED_DISTRIBUTION
112  };
113 
114  virtual bool
115  GenerateRays(
116                           const int number,
117                           const int raysType,
118                           SimpleRayContainer &rays
119                           );
120 
121  virtual void CastRays(SimpleRayContainer &rays,
122          VssRayContainer &vssRays) {};
123
124  ViewCellsManager *CreateViewCellsManager(const char *name);
125
126  /// scene graph loaded from file
127  SceneGraph *mSceneGraph;
128
129  /// raw array of objects
130  ObjectContainer mObjects;
131 
132  /// kD-tree organizing the scene graph (occluders + occludees) + viewcells
133  KdTree *mKdTree;
134 
135  /// View space partition bsp tree
136  VspBspTree *mVspBspTree;
137  /// list of all loaded occluders
138  ObjectContainer mOccluders;
139  /// list of all loaded occludees
140  ObjectContainer mOccludees;
141   
142  /// BSP tree representing the viewcells
143  BspTree *mBspTree;
144
145  ViewCellsManager *mViewCellsManager;
146
147  /** Kd tree inducing a coarse partition of view space that are the building
148          blocks for view cells.
149  */
150  VspKdTree *mVspKdTree;
151
152  bool mUseGlRenderer;
153  bool mUseGlDebugger;
154
155  bool mLoadViewCells;
156
157  string mViewCellsFilename;
158 
159  bool mDetectEmptyViewSpace;
160 
161protected:
162
163  /////////////////////////
164
165  /// samples used for construction of the BSP view cells tree.
166  int mBspConstructionSamples;
167   /// samples used for construction of the VSP KD tree.
168  int mVspKdConstructionSamples;
169  /** Simulates rendering of the scene.
170  */
171  RenderSimulator *mRenderSimulator;
172
173  GlRendererBuffer *renderer;
174 
175  signals:
176  void EvalPvsStat();
177
178};
179
180
181
182extern Preprocessor *preprocessor;
183
184#endif
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