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Diffstat (limited to 'source/blender/freestyle/intern/view_map/BoxGrid.h')
-rw-r--r-- | source/blender/freestyle/intern/view_map/BoxGrid.h | 376 |
1 files changed, 376 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/view_map/BoxGrid.h b/source/blender/freestyle/intern/view_map/BoxGrid.h new file mode 100644 index 00000000000..43de8d713d5 --- /dev/null +++ b/source/blender/freestyle/intern/view_map/BoxGrid.h @@ -0,0 +1,376 @@ +// +// Filename : BoxGrid.h +// Author(s) : Alexander Beels +// Purpose : Class to define a cell grid surrounding +// the projected image of a scene +// Date of creation : 2011-1-29 +// +/////////////////////////////////////////////////////////////////////////////// + + +// +// Copyright (C) : Please refer to the COPYRIGHT file distributed +// with this source distribution. +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// +/////////////////////////////////////////////////////////////////////////////// + +#ifndef BOXGRID_H +#define BOXGRID_H + +#define boxgridlogging 0 + +// I would like to avoid using deque because including ViewMap.h and <deque> or <vector> +// separately results in redefinitions of identifiers. ViewMap.h already includes <vector> +// so it should be a safe fall-back. +//#include <vector> +//#include <deque> +#include "ViewMap.h" +#include "../winged_edge/WEdge.h" +#include "../geometry/Polygon.h" +#include "../system/PointerSequence.h" +#include "../geometry/BBox.h" +#include "../geometry/GridHelpers.h" +#include "OccluderSource.h" +#include "GridDensityProvider.h" + +class BoxGrid +{ +public: + // Helper classes + struct OccluderData { + explicit OccluderData (OccluderSource& source, Polygon3r& p); + Polygon3r poly; + Polygon3r cameraSpacePolygon; + real shallowest, deepest; + // N.B. We could, of course, store face in poly's userdata + // member, like the old ViewMapBuilder code does. However, + // code comments make it clear that userdata is deprecated, + // so we avoid the temptation to save 4 or 8 bytes. + WFace* face; + }; + +private: + struct Cell { + // Can't store Cell in a vector without copy and assign + //Cell(const Cell& other); + //Cell& operator= (const Cell& other); + + explicit Cell (); + ~Cell (); + + static bool compareOccludersByShallowestPoint (const OccluderData* a, const OccluderData* b); + + void setDimensions(real x, real y, real sizeX, real sizeY); + void checkAndInsert(OccluderSource& source, Polygon3r& poly, OccluderData*& occluder); + void indexPolygons(); + + real boundary[4]; + //deque<OccluderData*> faces; + vector<OccluderData*> faces; + }; + +public: + /***** + + Iterator needs to allow the user to avoid full 3D comparison in + two cases: + + (1) Where (*current)->deepest < target[2], where the occluder is + unambiguously in front of the target point. + + (2) Where (*current)->shallowest > target[2], where the occluder + is unambiguously in back of the target point. + + In addition, when used by OptimizedFindOccludee, Iterator should + stop iterating as soon as it has an occludee candidate and + (*current)->shallowest > candidate[2], because at that point forward + no new occluder could possibly be a better occludee. + + *****/ + + class Iterator { + public: + // epsilon is not used in this class, but other grids with the same interface may need an epsilon + explicit Iterator (BoxGrid& grid, Vec3r& center, real epsilon=1e-06); + ~Iterator (); + void initBeforeTarget (); + void initAfterTarget (); + void nextOccluder (); + void nextOccludee (); + bool validBeforeTarget(); + bool validAfterTarget(); + WFace* getWFace() const; + Polygon3r* getCameraSpacePolygon(); + void reportDepth(Vec3r origin, Vec3r u, real t); + private: + bool testOccluder(bool wantOccludee); + void markCurrentOccludeeCandidate(real depth); + + Cell* _cell; + Vec3r _target; + bool _foundOccludee; + real _occludeeDepth; + //deque<OccluderData*>::iterator _current, _occludeeCandidate; + vector<OccluderData*>::iterator _current, _occludeeCandidate; + }; + + class Transform : public GridHelpers::Transform { + public: + explicit Transform (); + explicit Transform (Transform& other); + Vec3r operator() (const Vec3r& point) const; + }; + +private: + // Prevent implicit copies and assignments. + BoxGrid(const BoxGrid& other); + BoxGrid& operator= (const BoxGrid& other); +public: + explicit BoxGrid (OccluderSource& source, GridDensityProvider& density, ViewMap *viewMap, Vec3r& viewpoint, bool enableQI); + virtual ~BoxGrid(); + + // Generate Cell structure + void assignCells(OccluderSource& source, GridDensityProvider& density, ViewMap *viewMap); + // Fill Cells + void distributePolygons(OccluderSource& source); + // Insert one polygon into each matching cell, + // return true if any cell consumes the polygon + bool insertOccluder(OccluderSource& source, OccluderData*& occluder); + // Sort occluders in each cell + void reorganizeCells(); + + Cell* findCell(const Vec3r& point); + + // Accessors: + bool orthographicProjection() const; + const Vec3r& viewpoint() const; + bool enableQI() const; + Transform transform; + +private: + void getCellCoordinates(const Vec3r& point, unsigned& x, unsigned& y); + + typedef PointerSequence<vector<Cell*>, Cell*> cellContainer; + //typedef PointerSequence<deque<OccluderData*>, OccluderData*> occluderContainer; + typedef PointerSequence<vector<OccluderData*>, OccluderData*> occluderContainer; + unsigned _cellsX, _cellsY; + float _cellSize; + float _cellOrigin[2]; + cellContainer _cells; + occluderContainer _faces; + Vec3r _viewpoint; + bool _enableQI; +}; + +inline void BoxGrid::Iterator::initBeforeTarget () { + _current = _cell->faces.begin(); + while ( _current != _cell->faces.end() && ! testOccluder(false) ) { + ++_current; + } +} + +inline void BoxGrid::Iterator::initAfterTarget () { + if ( _foundOccludee ) { + #if boxgridlogging == 1 + std::cout << "\tStarting occludee search from occludeeCandidate at depth " << _occludeeDepth << std::endl; + #endif + _current = _occludeeCandidate; + return; + } + + #if boxgridlogging == 1 + std::cout << "\tStarting occludee search from current position" << std::endl; + #endif + + while ( _current != _cell->faces.end() && ! testOccluder(true) ) { + ++_current; + } +} + +inline bool BoxGrid::Iterator::testOccluder (bool wantOccludee) { + // End-of-list is not even a valid iterator position + if ( _current == _cell->faces.end() ) { + // Returning true seems strange, but it will break us out of whatever loop + // is calling testOccluder, and _current=_cell->face.end() will make + // the calling routine give up. + return true; + } + #if boxgridlogging == 1 + std::cout << "\tTesting occluder " << (*_current)->poly.getVertices()[0]; + for ( unsigned i = 1; i < (*_current)->poly.getVertices().size(); ++i ) { + std::cout << ", " << (*_current)->poly.getVertices()[i]; + } + std::cout << " from shape " << (*_current)->face->GetVertex(0)->shape()->GetId() << std::endl; + #endif + + + // If we have an occluder candidate and we are unambiguously after it, abort + if ( _foundOccludee && (*_current)->shallowest > _occludeeDepth ) { + #if boxgridlogging == 1 + std::cout << "\t\tAborting: shallowest > occludeeCandidate->deepest" << std::endl; + #endif + _current = _cell->faces.end(); + + // See note above + return true; + } + + // Specific continue or stop conditions when searching for each type + if ( wantOccludee ) { + if ( (*_current)->deepest < _target[2] ) { + #if boxgridlogging == 1 + std::cout << "\t\tSkipping: shallower than target while looking for occludee" << std::endl; + #endif + return false; + } + } else { + if ( (*_current)->shallowest > _target[2] ) { + #if boxgridlogging == 1 + std::cout << "\t\tStopping: deeper than target while looking for occluder" << std::endl; + #endif + return true; + } + } + + // Depthwise, this is a valid occluder. + + // Check to see if target is in the 2D bounding box + Vec3r bbMin, bbMax; + (*_current)->poly.getBBox(bbMin, bbMax); + if ( _target[0] < bbMin[0] || _target[0] > bbMax[0] || _target[1] < bbMin[1] || _target[1] > bbMax[1] ) { + #if boxgridlogging == 1 + std::cout << "\t\tSkipping: bounding box violation" << std::endl; + #endif + return false; + } + + // We've done all the corner cutting we can. + // Let the caller work out whether or not + // the geometry is correct. + return true; +} + +inline void BoxGrid::Iterator::reportDepth (Vec3r origin, Vec3r u, real t) { + // The reported depth is the length of a ray in camera space + // We need to convert it into a Z-value in grid space + real depth = -(origin + (u * t))[2]; + #if boxgridlogging == 1 + std::cout << "\t\tReporting depth of occluder/ee: " << depth; + #endif + if ( depth > _target[2] ) { + #if boxgridlogging == 1 + std::cout << " is deeper than target" << std::endl; + #endif + // If the current occluder is the best occludee so far, save it. + if ( ! _foundOccludee || _occludeeDepth > depth ) { + markCurrentOccludeeCandidate(depth); + } + } else { + #if boxgridlogging == 1 + std::cout << std::endl; + #endif + } +} + +inline void BoxGrid::Iterator::nextOccluder () { + if ( _current != _cell->faces.end() ) { + do { + ++_current; + } while ( _current != _cell->faces.end() && ! testOccluder(false) ); + } +} + +inline void BoxGrid::Iterator::nextOccludee () { + if ( _current != _cell->faces.end() ) { + do { + ++_current; + } while ( _current != _cell->faces.end() && ! testOccluder(true) ); + } +} + +inline bool BoxGrid::Iterator::validBeforeTarget () { + return _current != _cell->faces.end() && (*_current)->shallowest <= _target[2]; +} + +inline bool BoxGrid::Iterator::validAfterTarget () { + return _current != _cell->faces.end(); +} + +inline void BoxGrid::Iterator::markCurrentOccludeeCandidate(real depth) { + #if boxgridlogging == 1 + std::cout << "\t\tFound occludeeCandidate at depth " << depth << std::endl; + #endif + _occludeeCandidate = _current; + _occludeeDepth = depth; + _foundOccludee = true; +} + +inline WFace* BoxGrid::Iterator::getWFace() const { + return (*_current)->face; +} + +inline Polygon3r* BoxGrid::Iterator::getCameraSpacePolygon() { + return &((*_current)->cameraSpacePolygon); +} + +inline BoxGrid::OccluderData::OccluderData (OccluderSource& source, Polygon3r& p) + : poly(p), + cameraSpacePolygon(source.getCameraSpacePolygon()), + face(source.getWFace()) +{ + // Set shallowest and deepest based on bbox + Vec3r min, max; + poly.getBBox(min, max); + shallowest = min[2]; + deepest = max[2]; +} + +inline void BoxGrid::Cell::checkAndInsert(OccluderSource& source, Polygon3r& poly, OccluderData*& occluder) { + if ( GridHelpers::insideProscenium (boundary, poly) ) { + if ( occluder == NULL) { + // Disposal of occluder will be handled in BoxGrid::distributePolygons(), + // or automatically by BoxGrid::_faces; + occluder = new OccluderData(source, poly); + } + faces.push_back(occluder); + } +} + +inline bool BoxGrid::insertOccluder(OccluderSource& source, OccluderData*& occluder) { + Polygon3r& poly(source.getGridSpacePolygon()); + occluder = NULL; + + Vec3r bbMin, bbMax; + poly.getBBox(bbMin, bbMax); + // Check overlapping cells + unsigned startX, startY, endX, endY; + getCellCoordinates(bbMin, startX, startY); + getCellCoordinates(bbMax, endX, endY); + + for ( unsigned i = startX; i <= endX; ++i ) { + for ( unsigned j = startY; j <= endY; ++j ) { + if ( _cells[i * _cellsY + j] != NULL ) { + _cells[i * _cellsY + j]->checkAndInsert(source, poly, occluder); + } + } + } + + return occluder != NULL; +} + +#endif // BOXGRID_H + |