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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 <fstream> |
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5 | using namespace std; |
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6 | |
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7 | #include "Preprocessor.h" |
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8 | |
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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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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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18 | int mPass; |
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19 | |
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20 | int mSamplesPerPass; |
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21 | int mTotalSamples; |
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22 | int mKdPvsDepth; |
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23 | ofstream mStats; |
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24 | ObjectContainer mObjects; |
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25 | |
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26 | SamplingPreprocessor(); |
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27 | |
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28 | virtual bool ComputeVisibility(); |
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29 | |
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30 | void |
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31 | SetupRay(Ray &ray, const Vector3 &point, const Vector3 &direction); |
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32 | |
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33 | KdNode * |
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34 | GetNodeForPvs(KdLeaf *leaf); |
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35 | |
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36 | int |
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37 | AddNodeSamples(Intersectable *object, const Ray &ray); |
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38 | |
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39 | void |
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40 | HoleSamplingPass(); |
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41 | |
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42 | int |
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43 | CastRay(Intersectable *object, Ray &ray); |
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44 | |
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45 | void |
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46 | CastEdgeSamples( |
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47 | Intersectable *object, |
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48 | const Vector3 &point, |
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49 | Mesh &mesh, |
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50 | const int samples |
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51 | ); |
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52 | |
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53 | }; |
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54 | |
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55 | |
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56 | |
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57 | #endif |
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