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ViewMapBuilder.h « view_map « intern « freestyle « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * ***** 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.
 *
 * ***** 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"

#ifdef WITH_CXX_GUARDEDALLOC
#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& edge, vector<WVertex*>& faceVertices);

#ifdef WITH_CXX_GUARDEDALLOC
	MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapBuilder")
#endif
};

} /* namespace Freestyle */

#endif // __FREESTYLE_VIEW_MAP_BUILDER_H__