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blender-archive/source/blender/freestyle/intern/view_map/ViewMapBuilder.h
Tamito Kajiyama 5a581c1fd1 Better handling of the ESC key during Freestyle rendering.
This commit is meant to improve the response of the ESC key for stopping Freestyle rendering
throughout the rendering process.  The rendering with Freestyle consists of several steps
including: (1) mesh data loading, (2) winged edge construction, (3) silhouette edge detection,
(4) view map construction, and (5) stroke drawing.  All these steps have been extended to
frequently check if the ESC key is pressed, so that users can abort time-consuming rendering
at any point of time.
2012-07-16 23:29:12 +00:00

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8.7 KiB
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//
// Filename : ViewMapBuilder.h
// Author(s) : Stephane Grabli
// Purpose : Class to build silhouette edges from a
// Winged-Edge structure
// Date of creation : 25/03/2002
//
///////////////////////////////////////////////////////////////////////////////
//
// 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 VIEWMAPBUILDER_H
# define VIEWMAPBUILDER_H
# include "Silhouette.h"
# include <vector>
# include "../system/FreestyleConfig.h"
# include "../geometry/Geom.h"
# include "../scene_graph/NodeGroup.h"
# include "../winged_edge/WXEdge.h"
# include "../geometry/GeomUtils.h"
# include "../geometry/Grid.h"
# include "../system/ProgressBar.h"
# include "../system/RenderMonitor.h"
# include "../geometry/SweepLine.h"
# include "ViewMap.h"
# include "SilhouetteGeomEngine.h"
# include "../scene_graph/TriangleRep.h"
# include "../winged_edge/WEdge.h"
# include "ViewEdgeXBuilder.h"
# include "../system/TimeUtils.h"
# include "GridDensityProvider.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 = 0;
_pRenderMonitor = 0;
_Grid = 0;
_currentId = 1;
_currentFId = 0;
_currentSVertexId = 0;
_pViewEdgeBuilder = new ViewEdgeXBuilder;
_EnableQI = true;
}
inline ~ViewMapBuilder()
{
if(_pViewEdgeBuilder){
delete _pViewEdgeBuilder;
_pViewEdgeBuilder = 0;
}
}
/* 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=1e-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=1e-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 = 1e-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=1e-6);
void ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon=1e-6);
void ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon=1e-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 // VIEWMAPBUILDER_H