Revision 191,
648 bytes
checked in by bittner, 19 years ago
(diff) |
basic sampling strategies
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1 | #ifndef _SamplingPreprocessor_H__ |
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2 | #define _SamplingPreprocessor_H__ |
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3 | |
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4 | #include "Preprocessor.h" |
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5 | |
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6 | |
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7 | /** Sampling based visibility preprocessing. The implementation is based on heuristical |
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8 | sampling of view space */ |
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9 | class SamplingPreprocessor : public Preprocessor { |
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10 | public: |
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11 | int mSamplesPerPass; |
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12 | int mTotalSamples; |
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13 | int mKdPvsDepth; |
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14 | |
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15 | SamplingPreprocessor(); |
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16 | |
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17 | virtual bool ComputeVisibility(); |
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18 | |
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19 | void |
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20 | SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction); |
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21 | |
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22 | KdNode * |
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23 | GetNodeForPvs(KdLeaf *leaf); |
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24 | |
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25 | int |
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26 | AddNodeSamples(Intersectable *object, const Ray &ray, const int pass); |
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27 | |
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28 | void |
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29 | HoleSamplingPass(); |
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30 | |
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31 | }; |
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32 | |
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33 | |
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34 | |
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35 | #endif |
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