Revision 386,
978 bytes
checked in by bittner, 19 years ago
(diff) |
VssPreprocessor? updates - directional rays, x3dexporter updates - removed duplicated code for ray exports
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1 | #ifndef _VssPreprocessor_H__
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2 | #define _VssPreprocessor_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 | #include "VssRay.h"
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9 |
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10 | /** Sampling based visibility preprocessing. The implementation is based on heuristical
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11 | sampling of view space */
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12 | class VssPreprocessor : public Preprocessor {
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13 | public:
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14 | int mPass;
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15 | int mSamplesPerPass;
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16 | int mTotalSamples;
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17 | ofstream mStats;
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18 |
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19 | ObjectContainer mObjects;
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20 |
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21 | // rays cast during the processing
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22 | VssRayContainer mVssRays;
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23 |
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24 | VssPreprocessor();
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25 | ~VssPreprocessor();
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26 |
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27 | virtual bool ComputeVisibility();
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28 |
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29 | Vector3
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30 | GetViewpoint(AxisAlignedBox3 *viewSpaceBox);
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31 |
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32 | Vector3
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33 | GetDirection(const Vector3 &viewpoint);
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34 |
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35 | void
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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 | );
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40 |
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41 |
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42 |
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43 | int
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44 | CastRay(
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45 | Vector3 &viewPoint,
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46 | Vector3 &direction
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47 | );
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48 |
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49 |
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50 |
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51 | virtual bool BuildBspTree() { return false; }
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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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