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Diffstat (limited to 'source/blender/freestyle/intern/view_map/ViewMapBuilder.h')
-rw-r--r--source/blender/freestyle/intern/view_map/ViewMapBuilder.h424
1 files changed, 230 insertions, 194 deletions
diff --git a/source/blender/freestyle/intern/view_map/ViewMapBuilder.h b/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
index 4148ef5e436..0e3dbf9148e 100644
--- a/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
+++ b/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
@@ -47,210 +47,246 @@
#include "../winged_edge/WXEdge.h"
#ifdef WITH_CXX_GUARDEDALLOC
-#include "MEM_guardedalloc.h"
+# include "MEM_guardedalloc.h"
#endif
namespace Freestyle {
using namespace Geometry;
-class ViewMapBuilder
-{
-private:
- ViewMap *_ViewMap; // result
- //SilhouetteGeomEngine _GeomEngine;
- ProgressBar *_pProgressBar;
- RenderMonitor *_pRenderMonitor;
- Vec3r _viewpoint;
- bool _orthographicProjection;
- Grid *_Grid;
- ViewEdgeXBuilder *_pViewEdgeBuilder;
- bool _EnableQI;
- double _epsilon;
-
- // tmp values:
- int _currentId;
- int _currentFId;
- int _currentSVertexId;
-
-public:
- typedef enum {
- sweep_line,
- } intersection_algo;
-
- typedef enum {
- ray_casting,
- ray_casting_fast,
- ray_casting_very_fast,
- ray_casting_culled_adaptive_traditional,
- ray_casting_adaptive_traditional,
- ray_casting_culled_adaptive_cumulative,
- ray_casting_adaptive_cumulative,
- } visibility_algo;
-
- inline ViewMapBuilder()
- {
- _pProgressBar = NULL;
- _pRenderMonitor = NULL;
- _Grid = NULL;
- _currentId = 1;
- _currentFId = 0;
- _currentSVertexId = 0;
- _pViewEdgeBuilder = new ViewEdgeXBuilder;
- _EnableQI = true;
- }
-
- inline ~ViewMapBuilder()
- {
- if (_pViewEdgeBuilder) {
- delete _pViewEdgeBuilder;
- _pViewEdgeBuilder = NULL;
- }
- }
-
- /* Build Grid for ray casting */
- /*! Build non-culled Grid in camera space for ray casting */
- void BuildGrid(WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces);
-
- /*! Compute Shapes from a WingedEdge containing a list of WShapes */
- void computeInitialViewEdges(WingedEdge&);
-
- /*! Compute Cusps */
- void computeCusps(ViewMap *ioViewMap);
-
- /*! Detects cusps (for a single ViewEdge) among SVertices and builds a ViewVertex on top of each cusp SVertex
- * We use a hysteresis approach to avoid noise.
- */
- void DetectCusps(ViewEdge *ioEdge);
-
- /*! Sets the current viewpoint */
- inline void setViewpoint(const Vec3r& ivp)
- {
- _viewpoint = ivp;
- SilhouetteGeomEngine::setViewpoint(ivp);
- }
-
- /*! Sets the current transformation
- * iModelViewMatrix
- * The 4x4 model view matrix, in column major order (openGL like).
- * iProjection matrix
- * The 4x4 projection matrix, in column major order (openGL like).
- * iViewport
- * The viewport. 4 real array: origin.x, origin.y, width, length
- */
- inline void setTransform(const real iModelViewMatrix[4][4], const real iProjectionMatrix[4][4],
- const int iViewport[4], real iFocalLength, real /*iAspect*/, real /*iFovy*/)
- {
- _orthographicProjection = (iProjectionMatrix[3][3] != 0.0);
- SilhouetteGeomEngine::setTransform(iModelViewMatrix, iProjectionMatrix, iViewport, iFocalLength);
- }
-
- inline void setFrustum(real iZnear, real iZfar)
- {
- SilhouetteGeomEngine::setFrustum(iZnear, iZfar);
- }
-
- /*! Builds the scene view map returns the list the view map
- * it is up to the caller to delete this ViewMap
- * iWRoot
- * The root group node containing the WEdge structured scene
- */
- ViewMap *BuildViewMap(WingedEdge& we, visibility_algo iAlgo, real epsilon, const BBox<Vec3r>& bbox,
- unsigned int sceneNumFaces);
-
- void CullViewEdges(ViewMap *ioViewMap, real viewProscenium[4], real occluderProscenium[4],
- bool extensiveFEdgeSearch = true);
-
- /*! computes the intersection between all 2D feature edges of the scene.
- * ioViewMap
- * The view map. It is modified by the method.
- * The list of all features edges of the scene.
- * Each time an intersection is found, the 2 intersecting edges are splitted (creating 2 new vertices)
- * At the end, this list is updated with the adding of all new created edges (resulting from splitting).
- * iAlgo
- * The algo to use for computing the intersections
- */
- void ComputeIntersections(ViewMap *ioViewMap, intersection_algo iAlgo = sweep_line, real epsilon = 1.0e-06);
-
- /*! Computes the 2D scene silhouette edges visibility
- * iGrid
- * For the Ray Casting algorithm.
- */
- void ComputeEdgesVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox, unsigned int sceneNumFaces,
- visibility_algo iAlgo = ray_casting, real epsilon = 1.0e-6);
-
- void setGrid(Grid *iGrid)
- {
- _Grid = iGrid;
- }
-
- /*! accessors */
-
- /*! Modifiers */
- inline void setProgressBar(ProgressBar *iProgressBar)
- {
- _pProgressBar = iProgressBar;
- }
-
- inline void setRenderMonitor(RenderMonitor *iRenderMonitor)
- {
- _pRenderMonitor = iRenderMonitor;
- }
-
- inline void setEnableQI(bool iBool)
- {
- _EnableQI = iBool;
- }
-
-protected:
- /*! Computes intersections on all edges of the scene using a sweep line algorithm */
- void ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon = 1.0e-6);
-
- /*! Computes the 2D scene silhouette edges visibility using a ray casting. On each edge, a ray is cast
- * to check its quantitative invisibility. The list of occluders are each time stored in the tested edge.
- * ioViewMap
- * The view map.
- * The 2D scene silhouette edges as FEdges.
- * These edges have already been splitted at their intersections points.
- * Thus, these edges do not intersect anymore.
- * The visibility corresponding to each edge of ioScene is set is this edge.
- */
- void ComputeRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
- void ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
- void ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
-
- void ComputeCumulativeVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox, real epsilon,
- bool cull, GridDensityProviderFactory& factory);
- void ComputeDetailedVisibility(ViewMap *ioViewMap, WingedEdge& we, const BBox<Vec3r>& bbox, real epsilon,
- bool cull, GridDensityProviderFactory& factory);
-
- /*! Compute the visibility for the FEdge fe.
- * The occluders are added to fe occluders list.
- * fe
- * The FEdge
- * iGrid
- * The grid used to compute the ray casting visibility
- * epsilon
- * The epsilon used for computation
- * oShapeId
- * fe is the border (in 2D) between 2 2D spaces.
- * if fe is a silhouette, One of these 2D spaces is occupied by the shape to which fe belongs (on its left)
- * and the other one is either occupied by another shape or empty or occupied by the same shape.
- * We use this ray csating operation to determine which shape lies on fe's right.
- * The result is the shape id stored in oShapeId
- */
- int ComputeRayCastingVisibility(FEdge *fe, Grid *iGrid, real epsilon, set<ViewShape*>& oOccluders,
- Polygon3r **oaPolygon, unsigned timestamp);
- // FIXME
- void FindOccludee(FEdge *fe, Grid *iGrid, real epsilon, Polygon3r **oaPolygon, unsigned timestamp);
- void FindOccludee(FEdge *fe, Grid *iGrid, real epsilon, Polygon3r **oaPolygon, unsigned timestamp,
- Vec3r& u, Vec3r& A, Vec3r& origin, Vec3r& edgeDir, vector<WVertex*>& faceVertices);
+class ViewMapBuilder {
+ private:
+ ViewMap *_ViewMap; // result
+ //SilhouetteGeomEngine _GeomEngine;
+ ProgressBar *_pProgressBar;
+ RenderMonitor *_pRenderMonitor;
+ Vec3r _viewpoint;
+ bool _orthographicProjection;
+ Grid *_Grid;
+ ViewEdgeXBuilder *_pViewEdgeBuilder;
+ bool _EnableQI;
+ double _epsilon;
+
+ // tmp values:
+ int _currentId;
+ int _currentFId;
+ int _currentSVertexId;
+
+ public:
+ typedef enum {
+ sweep_line,
+ } intersection_algo;
+
+ typedef enum {
+ ray_casting,
+ ray_casting_fast,
+ ray_casting_very_fast,
+ ray_casting_culled_adaptive_traditional,
+ ray_casting_adaptive_traditional,
+ ray_casting_culled_adaptive_cumulative,
+ ray_casting_adaptive_cumulative,
+ } visibility_algo;
+
+ inline ViewMapBuilder()
+ {
+ _pProgressBar = NULL;
+ _pRenderMonitor = NULL;
+ _Grid = NULL;
+ _currentId = 1;
+ _currentFId = 0;
+ _currentSVertexId = 0;
+ _pViewEdgeBuilder = new ViewEdgeXBuilder;
+ _EnableQI = true;
+ }
+
+ inline ~ViewMapBuilder()
+ {
+ if (_pViewEdgeBuilder) {
+ delete _pViewEdgeBuilder;
+ _pViewEdgeBuilder = NULL;
+ }
+ }
+
+ /* Build Grid for ray casting */
+ /*! Build non-culled Grid in camera space for ray casting */
+ void BuildGrid(WingedEdge &we, const BBox<Vec3r> &bbox, unsigned int sceneNumFaces);
+
+ /*! Compute Shapes from a WingedEdge containing a list of WShapes */
+ void computeInitialViewEdges(WingedEdge &);
+
+ /*! Compute Cusps */
+ void computeCusps(ViewMap *ioViewMap);
+
+ /*! Detects cusps (for a single ViewEdge) among SVertices and builds a ViewVertex on top of each cusp SVertex
+ * We use a hysteresis approach to avoid noise.
+ */
+ void DetectCusps(ViewEdge *ioEdge);
+
+ /*! Sets the current viewpoint */
+ inline void setViewpoint(const Vec3r &ivp)
+ {
+ _viewpoint = ivp;
+ SilhouetteGeomEngine::setViewpoint(ivp);
+ }
+
+ /*! Sets the current transformation
+ * iModelViewMatrix
+ * The 4x4 model view matrix, in column major order (openGL like).
+ * iProjection matrix
+ * The 4x4 projection matrix, in column major order (openGL like).
+ * iViewport
+ * The viewport. 4 real array: origin.x, origin.y, width, length
+ */
+ inline void setTransform(const real iModelViewMatrix[4][4],
+ const real iProjectionMatrix[4][4],
+ const int iViewport[4],
+ real iFocalLength,
+ real /*iAspect*/,
+ real /*iFovy*/)
+ {
+ _orthographicProjection = (iProjectionMatrix[3][3] != 0.0);
+ SilhouetteGeomEngine::setTransform(
+ iModelViewMatrix, iProjectionMatrix, iViewport, iFocalLength);
+ }
+
+ inline void setFrustum(real iZnear, real iZfar)
+ {
+ SilhouetteGeomEngine::setFrustum(iZnear, iZfar);
+ }
+
+ /*! Builds the scene view map returns the list the view map
+ * it is up to the caller to delete this ViewMap
+ * iWRoot
+ * The root group node containing the WEdge structured scene
+ */
+ ViewMap *BuildViewMap(WingedEdge &we,
+ visibility_algo iAlgo,
+ real epsilon,
+ const BBox<Vec3r> &bbox,
+ unsigned int sceneNumFaces);
+
+ void CullViewEdges(ViewMap *ioViewMap,
+ real viewProscenium[4],
+ real occluderProscenium[4],
+ bool extensiveFEdgeSearch = true);
+
+ /*! computes the intersection between all 2D feature edges of the scene.
+ * ioViewMap
+ * The view map. It is modified by the method.
+ * The list of all features edges of the scene.
+ * Each time an intersection is found, the 2 intersecting edges are splitted (creating 2 new vertices)
+ * At the end, this list is updated with the adding of all new created edges (resulting from splitting).
+ * iAlgo
+ * The algo to use for computing the intersections
+ */
+ void ComputeIntersections(ViewMap *ioViewMap,
+ intersection_algo iAlgo = sweep_line,
+ real epsilon = 1.0e-06);
+
+ /*! Computes the 2D scene silhouette edges visibility
+ * iGrid
+ * For the Ray Casting algorithm.
+ */
+ void ComputeEdgesVisibility(ViewMap *ioViewMap,
+ WingedEdge &we,
+ const BBox<Vec3r> &bbox,
+ unsigned int sceneNumFaces,
+ visibility_algo iAlgo = ray_casting,
+ real epsilon = 1.0e-6);
+
+ void setGrid(Grid *iGrid)
+ {
+ _Grid = iGrid;
+ }
+
+ /*! accessors */
+
+ /*! Modifiers */
+ inline void setProgressBar(ProgressBar *iProgressBar)
+ {
+ _pProgressBar = iProgressBar;
+ }
+
+ inline void setRenderMonitor(RenderMonitor *iRenderMonitor)
+ {
+ _pRenderMonitor = iRenderMonitor;
+ }
+
+ inline void setEnableQI(bool iBool)
+ {
+ _EnableQI = iBool;
+ }
+
+ protected:
+ /*! Computes intersections on all edges of the scene using a sweep line algorithm */
+ void ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon = 1.0e-6);
+
+ /*! Computes the 2D scene silhouette edges visibility using a ray casting. On each edge, a ray is cast
+ * to check its quantitative invisibility. The list of occluders are each time stored in the tested edge.
+ * ioViewMap
+ * The view map.
+ * The 2D scene silhouette edges as FEdges.
+ * These edges have already been splitted at their intersections points.
+ * Thus, these edges do not intersect anymore.
+ * The visibility corresponding to each edge of ioScene is set is this edge.
+ */
+ void ComputeRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
+ void ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
+ void ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon = 1.0e-6);
+
+ void ComputeCumulativeVisibility(ViewMap *ioViewMap,
+ WingedEdge &we,
+ const BBox<Vec3r> &bbox,
+ real epsilon,
+ bool cull,
+ GridDensityProviderFactory &factory);
+ void ComputeDetailedVisibility(ViewMap *ioViewMap,
+ WingedEdge &we,
+ const BBox<Vec3r> &bbox,
+ real epsilon,
+ bool cull,
+ GridDensityProviderFactory &factory);
+
+ /*! Compute the visibility for the FEdge fe.
+ * The occluders are added to fe occluders list.
+ * fe
+ * The FEdge
+ * iGrid
+ * The grid used to compute the ray casting visibility
+ * epsilon
+ * The epsilon used for computation
+ * oShapeId
+ * fe is the border (in 2D) between 2 2D spaces.
+ * if fe is a silhouette, One of these 2D spaces is occupied by the shape to which fe belongs (on its left)
+ * and the other one is either occupied by another shape or empty or occupied by the same shape.
+ * We use this ray csating operation to determine which shape lies on fe's right.
+ * The result is the shape id stored in oShapeId
+ */
+ int ComputeRayCastingVisibility(FEdge *fe,
+ Grid *iGrid,
+ real epsilon,
+ set<ViewShape *> &oOccluders,
+ Polygon3r **oaPolygon,
+ unsigned timestamp);
+ // FIXME
+ void FindOccludee(
+ FEdge *fe, Grid *iGrid, real epsilon, Polygon3r **oaPolygon, unsigned timestamp);
+ void FindOccludee(FEdge *fe,
+ Grid *iGrid,
+ real epsilon,
+ Polygon3r **oaPolygon,
+ unsigned timestamp,
+ Vec3r &u,
+ Vec3r &A,
+ Vec3r &origin,
+ Vec3r &edgeDir,
+ vector<WVertex *> &faceVertices);
#ifdef WITH_CXX_GUARDEDALLOC
- MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapBuilder")
+ MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapBuilder")
#endif
};
} /* namespace Freestyle */
-#endif // __FREESTYLE_VIEW_MAP_BUILDER_H__
+#endif // __FREESTYLE_VIEW_MAP_BUILDER_H__