Revision 335,
1.2 KB
checked in by mattausch, 19 years ago
(diff) |
reprogrammed splitplane evaluation. updated default.env
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[162] | 1 | #ifndef _SamplingPreprocessor_H__ |
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| 2 | #define _SamplingPreprocessor_H__ |
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| 3 | |
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[245] | 4 | #include <fstream> |
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| 5 | using namespace std; |
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| 6 | |
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[162] | 7 | #include "Preprocessor.h" |
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| 8 | |
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[245] | 9 | struct SimpleRay { |
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| 10 | Vector3 mOrigin; |
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| 11 | Vector3 mDirection; |
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| 12 | }; |
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[162] | 13 | |
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| 14 | /** Sampling based visibility preprocessing. The implementation is based on heuristical |
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| 15 | sampling of view space */ |
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| 16 | class SamplingPreprocessor : public Preprocessor { |
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| 17 | public: |
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[256] | 18 | int mPass; |
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| 19 | |
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[176] | 20 | int mSamplesPerPass; |
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| 21 | int mTotalSamples; |
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| 22 | int mKdPvsDepth; |
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[245] | 23 | ofstream mStats; |
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| 24 | ObjectContainer mObjects; |
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[331] | 25 | RayContainer mSampleRays; |
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[329] | 26 | int mBspConstructionSamples; |
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[245] | 27 | |
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[333] | 28 | |
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[176] | 29 | SamplingPreprocessor(); |
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| 30 | |
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[329] | 31 | ~SamplingPreprocessor(); |
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| 32 | |
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[162] | 33 | virtual bool ComputeVisibility(); |
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[176] | 34 | |
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| 35 | void |
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[335] | 36 | SetupRay(Ray &ray, |
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| 37 | const Vector3 &point, |
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| 38 | const Vector3 &direction, |
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| 39 | const int type); |
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[176] | 40 | |
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| 41 | KdNode * |
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| 42 | GetNodeForPvs(KdLeaf *leaf); |
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| 43 | |
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| 44 | int |
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[256] | 45 | AddNodeSamples(Intersectable *object, const Ray &ray); |
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[176] | 46 | |
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[191] | 47 | void |
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| 48 | HoleSamplingPass(); |
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| 49 | |
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[256] | 50 | int |
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| 51 | CastRay(Intersectable *object, Ray &ray); |
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| 52 | |
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[333] | 53 | int |
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[256] | 54 | CastEdgeSamples( |
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| 55 | Intersectable *object, |
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| 56 | const Vector3 &point, |
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[333] | 57 | MeshInstance *mi, |
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[256] | 58 | const int samples |
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| 59 | ); |
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| 60 | |
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[308] | 61 | /** Adds objects samples to view cells. |
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| 62 | */ |
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| 63 | int AddObjectSamples(Intersectable *obj, const Ray &ray); |
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[329] | 64 | |
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| 65 | bool BuildBspTree(); |
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[162] | 66 | }; |
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| 67 | |
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| 68 | |
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| 69 | |
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| 70 | #endif |
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