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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.h | 257 |
1 files changed, 257 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/view_map/ViewMapBuilder.h b/source/blender/freestyle/intern/view_map/ViewMapBuilder.h new file mode 100644 index 00000000000..2d5d24a0ffe --- /dev/null +++ b/source/blender/freestyle/intern/view_map/ViewMapBuilder.h @@ -0,0 +1,257 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * The Original Code is Copyright (C) 2010 Blender Foundation. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#ifndef __FREESTYLE_VIEW_MAP_BUILDER_H__ +#define __FREESTYLE_VIEW_MAP_BUILDER_H__ + +/** \file blender/freestyle/intern/view_map/ViewMapBuilder.h + * \ingroup freestyle + * \brief Class to build silhouette edges from a Winged-Edge structure + * \author Stephane Grabli + * \date 25/03/2002 + */ + +#include <vector> + +#include "GridDensityProvider.h" +#include "Silhouette.h" +#include "SilhouetteGeomEngine.h" +#include "ViewEdgeXBuilder.h" +#include "ViewMap.h" + +#include "../geometry/Geom.h" +#include "../geometry/GeomUtils.h" +#include "../geometry/Grid.h" +#include "../geometry/SweepLine.h" + +#include "../scene_graph/NodeGroup.h" +#include "../scene_graph/TriangleRep.h" + +#include "../system/FreestyleConfig.h" +#include "../system/ProgressBar.h" +#include "../system/RenderMonitor.h" +#include "../system/TimeUtils.h" + +#include "../winged_edge/WEdge.h" +#include "../winged_edge/WXEdge.h" + +using namespace Geometry; + +class LIB_VIEW_MAP_EXPORT 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& edge, vector<WVertex*>& faceVertices); +}; + +#endif // __FREESTYLE_VIEW_MAP_BUILDER_H__ |