source: trunk/VUT/GtpVisibilityPreprocessor/src/RenderSimulator.h @ 439

Revision 439, 2.7 KB checked in by mattausch, 19 years ago (diff)

added vview cell manager functionality

RevLine 
[406]1#ifndef _RenderSimulator_h__
2#define _RenderSimulator_h__
3
4#include "common.h"
[414]5#include "Statistics.h"
[406]6
7class BspTree;
8class KdTree;
9class ViewCell;
[407]10class KdLeaf;
[406]11
[414]12class SimulationStatistics: public StatisticsBase
13{
14public:
15        /// view cell with the biggest "cost"
16        float maxCost;
17        /// view cell with the minimal "cost"
18    float minCost;
19        /// average render time
20        float avgRenderTime;
21        /// average render time with the overhead when crossing view cells
22        float avgRtWithoutOverhead;
23 
24        void Reset()
25        {
26                maxCost = 0;
27                minCost = 999999;
28                avgRenderTime = 0;
29                avgRtWithoutOverhead = 0;
30        }
31
32        void Print(ostream &app) const;
33
34        friend ostream &operator<<(ostream &s, const SimulationStatistics &stat)
35        {
36                stat.Print(s);
37                return s;
38        } 
39};
40
[406]41/** Simulated rendering using a simple render heuristics. Used to evaluate the
42        quality of the view cell partition.
43*/
44class RenderSimulator
45{
[414]46
[406]47public:
48        RenderSimulator();
[439]49        /** Constructor taking the estimated render cost,
50                the view cell overhead,
51                and the average move speed of the player into account.
52        */
[409]53        RenderSimulator(float objRendercost, float vcOverhead, float moveSpeed);
[406]54
[439]55        /** Simulates rendering of the view cells.
56                @returns the statistics of the simulation.
57        */
58        virtual SimulationStatistics SimulateRendering() = 0;
59
60        /** Sets estimated render time for a single object in the PVS.
61        */
62        void SetObjectRenderCost(const float objRenderCost);
63
64        /** Contant overhead for crossing a view cell border.
65        */
66        void SetVcOverhead(const float vcOverhead);
67
68        /** Average move speed of the player during rendering.
69        */
70        void SetMoveSpeed(const float moveSpeed);
71
72
73protected:
74
[409]75        /// render time for single object of the PVS
[406]76        float mObjRenderCost;
[409]77        /// const overhead for crossing a view cell border
[406]78        float mVcOverhead;
[409]79        /// move speed of player
80        float mMoveSpeed;
[406]81};
82
[439]83class BspRenderSimulator: public RenderSimulator
[406]84{
85public:
[439]86        BspRenderSimulator(float objRenderCost,
[411]87                                                           float vcOverhead,
88                                                           float moveSpeed,
89                                                           BspTree *bspTree);
[406]90
[439]91        SimulationStatistics SimulateRendering();
[406]92
93protected:
94        /** Simulates rendering of the pvs of one view cell, with given rendering time for an object.
95                @param viewCell the view cell holding the Pvs
96                @param objRenderTime estimated render time for one object of the Pvs
97        */
98        Real RenderPvs(ViewCell &viewCell, const float objRenderTime) const;
99
100        BspTree *mBspTree;
101};
102
[439]103class KdRenderSimulator: public RenderSimulator
[406]104{
105public:
[439]106        KdRenderSimulator(float objRenderCost,
[411]107                                                          float vcOverhead,
108                                                          float moveSpeed,
109                                                          KdTree *kdTree);
[439]110        SimulationStatistics SimulateRendering();
[406]111
[407]112protected:
[406]113
[407]114        Real RenderPvs(KdLeaf *leaf, float objRenderTime) const;
115
[406]116        KdTree *mKdTree;
117};
118
119#endif // RenderSimulator
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