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blender-archive/source/blender/freestyle/intern/view_map/ViewMapBuilder.cpp
Brecht Van Lommel 1840f44666 Fix build error on Windows without precompiled headers
Recent refactoring to use uint relied on indirect includes and precompiled
headers for uint to be defined. Explicitly include BLI_sys_types where this
type is used now.
2022-10-26 19:59:55 +02:00

2560 lines
79 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup freestyle
* \brief Class to build silhouette edges from a Winged-Edge structure
*/
#include <algorithm>
#include <memory>
#include <sstream>
#include <stdexcept>
#include "FRS_freestyle.h"
#include "BoxGrid.h"
#include "CulledOccluderSource.h"
#include "HeuristicGridDensityProviderFactory.h"
#include "OccluderSource.h"
#include "SphericalGrid.h"
#include "ViewMapBuilder.h"
#include "../geometry/GeomUtils.h"
#include "../geometry/GridHelpers.h"
#include "../winged_edge/WFillGrid.h"
#include "BLI_sys_types.h"
#include "BKE_global.h"
namespace Freestyle {
// XXX Grmll... G is used as template's typename parameter :/
static const Global &_global = G;
#define LOGGING 0
using namespace std;
template<typename G, typename I>
static void findOccludee(FEdge *fe,
G & /*grid*/,
I &occluders,
real epsilon,
WFace **oaWFace,
Vec3r &u,
Vec3r &A,
Vec3r &origin,
Vec3r &edgeDir,
vector<WVertex *> &faceVertices)
{
WFace *face = nullptr;
if (fe->isSmooth()) {
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth *>(fe);
face = (WFace *)fes->face();
}
WFace *oface;
bool skipFace;
WVertex::incoming_edge_iterator ie;
*oaWFace = nullptr;
if (((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER)) {
// we cast a ray from A in the same direction but looking behind
Vec3r v(-u[0], -u[1], -u[2]);
bool noIntersection = true;
real mint = FLT_MAX;
for (occluders.initAfterTarget(); occluders.validAfterTarget(); occluders.nextOccludee()) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tEvaluating intersection for occludee " << occluders.getWFace() << " and ray "
<< A << " * " << u << endl;
}
#endif
oface = occluders.getWFace();
Polygon3r *p = occluders.getCameraSpacePolygon();
real d = -(p->getVertices()[0] * p->getNormal());
real t, t_u, t_v;
if (nullptr != face) {
skipFace = false;
if (face == oface) {
continue;
}
if (faceVertices.empty()) {
continue;
}
for (vector<WVertex *>::iterator fv = faceVertices.begin(), fvend = faceVertices.end();
fv != fvend;
++fv) {
if ((*fv)->isBoundary()) {
continue;
}
WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
for (ie = iebegin; ie != ieend; ++ie) {
if ((*ie) == nullptr) {
continue;
}
WFace *sface = (*ie)->GetbFace();
if (sface == oface) {
skipFace = true;
break;
}
}
if (skipFace) {
break;
}
}
if (skipFace) {
continue;
}
}
else {
// check whether the edge and the polygon plane are coincident:
//-------------------------------------------------------------
// first let us compute the plane equation.
if (GeomUtils::COINCIDENT ==
GeomUtils::intersectRayPlane(origin, edgeDir, p->getNormal(), d, t, epsilon)) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tRejecting occluder for target coincidence." << endl;
}
#endif
continue;
}
}
if (p->rayIntersect(A, v, t, t_u, t_v)) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tRay " << A << " * " << v << " intersects at time " << t << endl;
cout << "\t\t(v * normal) == " << (v * p->getNormal()) << " for normal "
<< p->getNormal() << endl;
}
#endif
if (fabs(v * p->getNormal()) > 0.0001) {
if ((t > 0.0) /* && (t<1.0) */) {
if (t < mint) {
*oaWFace = oface;
mint = t;
noIntersection = false;
fe->setOccludeeIntersection(Vec3r(A + t * v));
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tIs occludee" << endl;
}
#endif
}
}
}
occluders.reportDepth(A, v, t);
}
}
if (noIntersection) {
*oaWFace = nullptr;
}
}
}
template<typename G, typename I>
static void findOccludee(FEdge *fe, G &grid, real epsilon, ViewEdge * /*ve*/, WFace **oaFace)
{
Vec3r A;
Vec3r edgeDir;
Vec3r origin;
A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D()) / 2.0);
edgeDir = Vec3r((fe)->vertexB()->point3D() - (fe)->vertexA()->point3D());
edgeDir.normalize();
origin = Vec3r((fe)->vertexA()->point3D());
Vec3r u;
if (grid.orthographicProjection()) {
u = Vec3r(0.0, 0.0, grid.viewpoint().z() - A.z());
}
else {
u = Vec3r(grid.viewpoint() - A);
}
u.normalize();
vector<WVertex *> faceVertices;
WFace *face = nullptr;
if (fe->isSmooth()) {
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth *>(fe);
face = (WFace *)fes->face();
}
if (face) {
face->RetrieveVertexList(faceVertices);
}
I occluders(grid, A, epsilon);
findOccludee<G, I>(fe, grid, occluders, epsilon, oaFace, u, A, origin, edgeDir, faceVertices);
}
// computeVisibility takes a pointer to foundOccluders, instead of using a reference,
// so that computeVeryFastVisibility can skip the AddOccluders step with minimal overhead.
template<typename G, typename I>
static int computeVisibility(ViewMap *viewMap,
FEdge *fe,
G &grid,
real epsilon,
ViewEdge * /*ve*/,
WFace **oaWFace,
set<ViewShape *> *foundOccluders)
{
int qi = 0;
Vec3r center;
Vec3r edgeDir;
Vec3r origin;
center = fe->center3d();
edgeDir = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
edgeDir.normalize();
origin = Vec3r(fe->vertexA()->point3D());
Vec3r vp;
if (grid.orthographicProjection()) {
vp = Vec3r(center.x(), center.y(), grid.viewpoint().z());
}
else {
vp = Vec3r(grid.viewpoint());
}
Vec3r u(vp - center);
real raylength = u.norm();
u.normalize();
WFace *face = nullptr;
if (fe->isSmooth()) {
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth *>(fe);
face = (WFace *)fes->face();
}
vector<WVertex *> faceVertices;
WVertex::incoming_edge_iterator ie;
WFace *oface;
bool skipFace;
if (face) {
face->RetrieveVertexList(faceVertices);
}
I occluders(grid, center, epsilon);
for (occluders.initBeforeTarget(); occluders.validBeforeTarget(); occluders.nextOccluder()) {
// If we're dealing with an exact silhouette, check whether we must take care of this occluder
// of not. (Indeed, we don't consider the occluders that share at least one vertex with the
// face containing this edge).
//-----------
oface = occluders.getWFace();
Polygon3r *p = occluders.getCameraSpacePolygon();
real t, t_u, t_v;
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tEvaluating intersection for occluder " << (p->getVertices())[0]
<< (p->getVertices())[1] << (p->getVertices())[2] << endl
<< "\t\t\tand ray " << vp << " * " << u << " (center " << center << ")" << endl;
}
#endif
#if LOGGING
Vec3r v(vp - center);
real rl = v.norm();
v.normalize();
vector<Vec3r> points;
// Iterate over vertices, storing projections in points
for (vector<WOEdge *>::const_iterator woe = oface->getEdgeList().begin(),
woend = oface->getEdgeList().end();
woe != woend;
woe++) {
points.push_back(Vec3r((*woe)->GetaVertex()->GetVertex()));
}
Polygon3r p1(points, oface->GetNormal());
Vec3r v1((p1.getVertices())[0]);
real d = -(v1 * p->getNormal());
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tp: " << (p->getVertices())[0] << (p->getVertices())[1] << (p->getVertices())[2]
<< ", norm: " << p->getNormal() << endl;
cout << "\t\tp1: " << (p1.getVertices())[0] << (p1.getVertices())[1] << (p1.getVertices())[2]
<< ", norm: " << p1.getNormal() << endl;
}
#else
real d = -(p->getVertices()[0] * p->getNormal());
#endif
if (face) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tDetermining face adjacency...";
}
#endif
skipFace = false;
if (face == oface) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << " Rejecting occluder for face concurrency." << endl;
}
#endif
continue;
}
for (vector<WVertex *>::iterator fv = faceVertices.begin(), fvend = faceVertices.end();
fv != fvend;
++fv) {
if ((*fv)->isBoundary()) {
continue;
}
WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
for (ie = iebegin; ie != ieend; ++ie) {
if ((*ie) == nullptr) {
continue;
}
WFace *sface = (*ie)->GetbFace();
// WFace *sfacea = (*ie)->GetaFace();
// if ((sface == oface) || (sfacea == oface))
if (sface == oface) {
skipFace = true;
break;
}
}
if (skipFace) {
break;
}
}
if (skipFace) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << " Rejecting occluder for face adjacency." << endl;
}
#endif
continue;
}
}
else {
// check whether the edge and the polygon plane are coincident:
//-------------------------------------------------------------
// first let us compute the plane equation.
if (GeomUtils::COINCIDENT ==
GeomUtils::intersectRayPlane(origin, edgeDir, p->getNormal(), d, t, epsilon)) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tRejecting occluder for target coincidence." << endl;
}
#endif
continue;
}
}
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
real x;
if (p1.rayIntersect(center, v, x, t_u, t_v)) {
cout << "\t\tRay should intersect at time " << (rl - x) << ". Center: " << center
<< ", V: " << v << ", RL: " << rl << ", T:" << x << endl;
}
else {
cout << "\t\tRay should not intersect. Center: " << center << ", V: " << v
<< ", RL: " << rl << endl;
}
}
#endif
if (p->rayIntersect(center, u, t, t_u, t_v)) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tRay " << center << " * " << u << " intersects at time " << t
<< " (raylength is " << raylength << ")" << endl;
cout << "\t\t(u * normal) == " << (u * p->getNormal()) << " for normal " << p->getNormal()
<< endl;
}
#endif
if (fabs(u * p->getNormal()) > 0.0001) {
if ((t > 0.0) && (t < raylength)) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tIs occluder" << endl;
}
#endif
if (foundOccluders != nullptr) {
ViewShape *vshape = viewMap->viewShape(oface->GetVertex(0)->shape()->GetId());
foundOccluders->insert(vshape);
}
++qi;
if (!grid.enableQI()) {
break;
}
}
occluders.reportDepth(center, u, t);
}
}
}
// Find occludee
findOccludee<G, I>(
fe, grid, occluders, epsilon, oaWFace, u, center, origin, edgeDir, faceVertices);
return qi;
}
// computeCumulativeVisibility returns the lowest x such that the majority of FEdges have QI <= x
//
// This was probably the original intention of the "normal" algorithm on which
// computeDetailedVisibility is based. But because the "normal" algorithm chooses the most popular
// QI, without considering any other values, a ViewEdge with FEdges having QIs of 0, 21, 22, 23, 24
// and 25 will end up having a total QI of 0, even though most of the FEdges are heavily occluded.
// computeCumulativeVisibility will treat this case as a QI of 22 because 3 out of 6 occluders have
// QI <= 22.
template<typename G, typename I>
static void computeCumulativeVisibility(ViewMap *ioViewMap,
G &grid,
real epsilon,
RenderMonitor *iRenderMonitor)
{
vector<ViewEdge *> &vedges = ioViewMap->ViewEdges();
FEdge *fe, *festart;
int nSamples = 0;
vector<WFace *> wFaces;
WFace *wFace = nullptr;
uint count = 0;
uint count_step = uint(ceil(0.01f * vedges.size()));
uint tmpQI = 0;
uint qiClasses[256];
uint maxIndex, maxCard;
uint qiMajority;
for (vector<ViewEdge *>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
if (iRenderMonitor) {
if (iRenderMonitor->testBreak()) {
break;
}
if (count % count_step == 0) {
stringstream ss;
ss << "Freestyle: Visibility computations " << (100 * count / vedges.size()) << "%";
iRenderMonitor->setInfo(ss.str());
iRenderMonitor->progress(float(count) / vedges.size());
}
count++;
}
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Processing ViewEdge " << (*ve)->getId() << endl;
}
#endif
// Find an edge to test
if (!(*ve)->isInImage()) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(nullptr);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tCulled." << endl;
}
#endif
continue;
}
// Test edge
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
qiMajority = 0;
do {
if (fe != nullptr && fe->isInImage()) {
qiMajority++;
}
fe = fe->nextEdge();
} while (fe && fe != festart);
if (qiMajority == 0) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
}
// We can recover from this error:
// Treat this edge as fully visible with no occludee
(*ve)->setQI(0);
(*ve)->setaShape(nullptr);
continue;
}
++qiMajority;
qiMajority >>= 1;
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tqiMajority: " << qiMajority << endl;
}
#endif
tmpQI = 0;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
set<ViewShape *> foundOccluders;
fe = (*ve)->fedgeA();
do {
if (!fe || !fe->isInImage()) {
fe = fe->nextEdge();
continue;
}
if (maxCard < qiMajority) {
// ARB: change &wFace to wFace and use reference in called function
tmpQI = computeVisibility<G, I>(
ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFEdge: visibility " << tmpQI << endl;
}
#endif
// ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if (tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
// ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
}
else {
// ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
// ARB: change &wFace to wFace and use reference in called function
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFEdge: occludee only (" << (wFace != NULL ? "found" : "not found") << ")"
<< endl;
}
#endif
}
// Store test results
if (wFace) {
vector<Vec3r> vertices;
for (int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i) {
vertices.emplace_back(wFace->GetVertex(i)->GetVertex());
}
Polygon3r poly(vertices, wFace->GetNormal());
poly.userdata = (void *)wFace;
fe->setaFace(poly);
wFaces.push_back(wFace);
fe->setOccludeeEmpty(false);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFound occludee" << endl;
}
#endif
}
else {
fe->setOccludeeEmpty(true);
}
++nSamples;
fe = fe->nextEdge();
} while ((maxCard < qiMajority) && (fe) && (fe != festart));
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
}
#endif
// ViewEdge
// qi --
// Find the minimum value that is >= the majority of the QI
for (uint count = 0, i = 0; i < 256; ++i) {
count += qiClasses[i];
if (count >= qiMajority) {
(*ve)->setQI(i);
break;
}
}
// occluders --
// I would rather not have to go through the effort of creating this set and then copying out
// its contents. Is there a reason why ViewEdge::_Occluders cannot be converted to a set<>?
for (set<ViewShape *>::iterator o = foundOccluders.begin(), oend = foundOccluders.end();
o != oend;
++o) {
(*ve)->AddOccluder(*o);
}
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders."
<< endl;
}
#else
(void)maxIndex;
#endif
// occludee --
if (!wFaces.empty()) {
if (wFaces.size() <= float(nSamples) / 2.0f) {
(*ve)->setaShape(nullptr);
}
else {
ViewShape *vshape = ioViewMap->viewShape(
(*wFaces.begin())->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
}
wFaces.clear();
}
if (iRenderMonitor && !vedges.empty()) {
stringstream ss;
ss << "Freestyle: Visibility computations " << (100 * count / vedges.size()) << "%";
iRenderMonitor->setInfo(ss.str());
iRenderMonitor->progress(float(count) / vedges.size());
}
}
template<typename G, typename I>
static void computeDetailedVisibility(ViewMap *ioViewMap,
G &grid,
real epsilon,
RenderMonitor *iRenderMonitor)
{
vector<ViewEdge *> &vedges = ioViewMap->ViewEdges();
FEdge *fe, *festart;
int nSamples = 0;
vector<WFace *> wFaces;
WFace *wFace = nullptr;
uint tmpQI = 0;
uint qiClasses[256];
uint maxIndex, maxCard;
uint qiMajority;
for (vector<ViewEdge *>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
if (iRenderMonitor && iRenderMonitor->testBreak()) {
break;
}
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Processing ViewEdge " << (*ve)->getId() << endl;
}
#endif
// Find an edge to test
if (!(*ve)->isInImage()) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(nullptr);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tCulled." << endl;
}
#endif
continue;
}
// Test edge
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
qiMajority = 0;
do {
if (fe != nullptr && fe->isInImage()) {
qiMajority++;
}
fe = fe->nextEdge();
} while (fe && fe != festart);
if (qiMajority == 0) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
}
// We can recover from this error:
// Treat this edge as fully visible with no occludee
(*ve)->setQI(0);
(*ve)->setaShape(nullptr);
continue;
}
++qiMajority;
qiMajority >>= 1;
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tqiMajority: " << qiMajority << endl;
}
#endif
tmpQI = 0;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
set<ViewShape *> foundOccluders;
fe = (*ve)->fedgeA();
do {
if (fe == nullptr || !fe->isInImage()) {
fe = fe->nextEdge();
continue;
}
if (maxCard < qiMajority) {
// ARB: change &wFace to wFace and use reference in called function
tmpQI = computeVisibility<G, I>(
ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFEdge: visibility " << tmpQI << endl;
}
#endif
// ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if (tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
// ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
}
else {
// ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
// ARB: change &wFace to wFace and use reference in called function
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFEdge: occludee only (" << (wFace != NULL ? "found" : "not found") << ")"
<< endl;
}
#endif
}
// Store test results
if (wFace) {
vector<Vec3r> vertices;
for (int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i) {
vertices.emplace_back(wFace->GetVertex(i)->GetVertex());
}
Polygon3r poly(vertices, wFace->GetNormal());
poly.userdata = (void *)wFace;
fe->setaFace(poly);
wFaces.push_back(wFace);
fe->setOccludeeEmpty(false);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFound occludee" << endl;
}
#endif
}
else {
fe->setOccludeeEmpty(true);
}
++nSamples;
fe = fe->nextEdge();
} while ((maxCard < qiMajority) && (fe) && (fe != festart));
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
}
#endif
// ViewEdge
// qi --
(*ve)->setQI(maxIndex);
// occluders --
// I would rather not have to go through the effort of creating this this set and then copying
// out its contents. Is there a reason why ViewEdge::_Occluders cannot be converted to a set<>?
for (set<ViewShape *>::iterator o = foundOccluders.begin(), oend = foundOccluders.end();
o != oend;
++o) {
(*ve)->AddOccluder(*o);
}
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders."
<< endl;
}
#endif
// occludee --
if (!wFaces.empty()) {
if (wFaces.size() <= float(nSamples) / 2.0f) {
(*ve)->setaShape(nullptr);
}
else {
ViewShape *vshape = ioViewMap->viewShape(
(*wFaces.begin())->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
}
wFaces.clear();
}
}
template<typename G, typename I>
static void computeFastVisibility(ViewMap *ioViewMap, G &grid, real epsilon)
{
vector<ViewEdge *> &vedges = ioViewMap->ViewEdges();
FEdge *fe, *festart;
uint nSamples = 0;
vector<WFace *> wFaces;
WFace *wFace = nullptr;
uint tmpQI = 0;
uint qiClasses[256];
uint maxIndex, maxCard;
uint qiMajority;
bool even_test;
for (vector<ViewEdge *>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
// Find an edge to test
if (!(*ve)->isInImage()) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(nullptr);
continue;
}
// Test edge
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
even_test = true;
qiMajority = 0;
do {
if (even_test && fe && fe->isInImage()) {
qiMajority++;
even_test = !even_test;
}
fe = fe->nextEdge();
} while (fe && fe != festart);
if (qiMajority == 0) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
}
// We can recover from this error:
// Treat this edge as fully visible with no occludee
(*ve)->setQI(0);
(*ve)->setaShape(nullptr);
continue;
}
++qiMajority;
qiMajority >>= 1;
even_test = true;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
set<ViewShape *> foundOccluders;
fe = (*ve)->fedgeA();
do {
if (!fe || !fe->isInImage()) {
fe = fe->nextEdge();
continue;
}
if (even_test) {
if (maxCard < qiMajority) {
// ARB: change &wFace to wFace and use reference in called function
tmpQI = computeVisibility<G, I>(
ioViewMap, fe, grid, epsilon, *ve, &wFace, &foundOccluders);
// ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if (tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
// ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
}
else {
// ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
// ARB: change &wFace to wFace and use reference in called function
findOccludee<G, I>(fe, grid, epsilon, *ve, &wFace);
}
if (wFace) {
vector<Vec3r> vertices;
for (int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i) {
vertices.emplace_back(wFace->GetVertex(i)->GetVertex());
}
Polygon3r poly(vertices, wFace->GetNormal());
poly.userdata = (void *)wFace;
fe->setaFace(poly);
wFaces.push_back(wFace);
}
++nSamples;
}
even_test = !even_test;
fe = fe->nextEdge();
} while ((maxCard < qiMajority) && (fe) && (fe != festart));
// qi --
(*ve)->setQI(maxIndex);
// occluders --
for (set<ViewShape *>::iterator o = foundOccluders.begin(), oend = foundOccluders.end();
o != oend;
++o) {
(*ve)->AddOccluder(*o);
}
// occludee --
if (!wFaces.empty()) {
if (wFaces.size() < nSamples / 2) {
(*ve)->setaShape(nullptr);
}
else {
ViewShape *vshape = ioViewMap->viewShape(
(*wFaces.begin())->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
}
wFaces.clear();
}
}
template<typename G, typename I>
static void computeVeryFastVisibility(ViewMap *ioViewMap, G &grid, real epsilon)
{
vector<ViewEdge *> &vedges = ioViewMap->ViewEdges();
FEdge *fe;
uint qi = 0;
WFace *wFace = nullptr;
for (vector<ViewEdge *>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
// Find an edge to test
if (!(*ve)->isInImage()) {
// This view edge has been proscenium culled
(*ve)->setQI(255);
(*ve)->setaShape(nullptr);
continue;
}
fe = (*ve)->fedgeA();
// Find a FEdge inside the occluder proscenium to test for visibility
FEdge *festart = fe;
while (fe && !fe->isInImage() && fe != festart) {
fe = fe->nextEdge();
}
// Test edge
if (!fe || !fe->isInImage()) {
// There are no occludable FEdges on this ViewEdge
// This should be impossible.
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "View Edge in viewport without occludable FEdges: " << (*ve)->getId() << endl;
}
// We can recover from this error:
// Treat this edge as fully visible with no occludee
qi = 0;
wFace = nullptr;
}
else {
qi = computeVisibility<G, I>(ioViewMap, fe, grid, epsilon, *ve, &wFace, NULL);
}
// Store test results
if (wFace) {
vector<Vec3r> vertices;
for (int i = 0, numEdges = wFace->numberOfEdges(); i < numEdges; ++i) {
vertices.emplace_back(wFace->GetVertex(i)->GetVertex());
}
Polygon3r poly(vertices, wFace->GetNormal());
poly.userdata = (void *)wFace;
fe->setaFace(poly); // This works because setaFace *copies* the polygon
ViewShape *vshape = ioViewMap->viewShape(wFace->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
else {
(*ve)->setaShape(nullptr);
}
(*ve)->setQI(qi);
}
}
void ViewMapBuilder::BuildGrid(WingedEdge &we, const BBox<Vec3r> &bbox, uint sceneNumFaces)
{
_Grid->clear();
Vec3r size;
for (uint i = 0; i < 3; i++) {
size[i] = fabs(bbox.getMax()[i] - bbox.getMin()[i]);
// let make the grid 1/10 bigger to avoid numerical errors while computing triangles/cells
// intersections.
size[i] += size[i] / 10.0;
if (size[i] == 0) {
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Warning: the bbox size is 0 in dimension " << i << endl;
}
}
}
_Grid->configure(Vec3r(bbox.getMin() - size / 20.0), size, sceneNumFaces);
// Fill in the grid:
WFillGrid fillGridRenderer(_Grid, &we);
fillGridRenderer.fillGrid();
// DEBUG
_Grid->displayDebug();
}
ViewMap *ViewMapBuilder::BuildViewMap(WingedEdge &we,
visibility_algo iAlgo,
real epsilon,
const BBox<Vec3r> &bbox,
uint sceneNumFaces)
{
_ViewMap = new ViewMap;
_currentId = 1;
_currentFId = 0;
_currentSVertexId = 0;
// Builds initial view edges
computeInitialViewEdges(we);
// Detects cusps
computeCusps(_ViewMap);
// Compute intersections
ComputeIntersections(_ViewMap, sweep_line, epsilon);
// Compute visibility
ComputeEdgesVisibility(_ViewMap, we, bbox, sceneNumFaces, iAlgo, epsilon);
return _ViewMap;
}
static inline real distance2D(const Vec3r &point, const real origin[2])
{
return ::hypot((point[0] - origin[0]), (point[1] - origin[1]));
}
static inline bool crossesProscenium(real proscenium[4], FEdge *fe)
{
Vec2r min(proscenium[0], proscenium[2]);
Vec2r max(proscenium[1], proscenium[3]);
Vec2r A(fe->vertexA()->getProjectedX(), fe->vertexA()->getProjectedY());
Vec2r B(fe->vertexB()->getProjectedX(), fe->vertexB()->getProjectedY());
return GeomUtils::intersect2dSeg2dArea(min, max, A, B);
}
static inline bool insideProscenium(const real proscenium[4], const Vec3r &point)
{
return !(point[0] < proscenium[0] || point[0] > proscenium[1] || point[1] < proscenium[2] ||
point[1] > proscenium[3]);
}
void ViewMapBuilder::CullViewEdges(ViewMap *ioViewMap,
real viewProscenium[4],
real occluderProscenium[4],
bool extensiveFEdgeSearch)
{
// Cull view edges by marking them as non-displayable.
// This avoids the complications of trying to delete edges from the ViewMap.
// Non-displayable view edges will be skipped over during visibility calculation.
// View edges will be culled according to their position w.r.t. the viewport proscenium (viewport
// + 5% border, or some such).
// Get proscenium boundary for culling
GridHelpers::getDefaultViewProscenium(viewProscenium);
real prosceniumOrigin[2];
prosceniumOrigin[0] = (viewProscenium[1] - viewProscenium[0]) / 2.0;
prosceniumOrigin[1] = (viewProscenium[3] - viewProscenium[2]) / 2.0;
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Proscenium culling:" << endl;
cout << "Proscenium: [" << viewProscenium[0] << ", " << viewProscenium[1] << ", "
<< viewProscenium[2] << ", " << viewProscenium[3] << "]" << endl;
cout << "Origin: [" << prosceniumOrigin[0] << ", " << prosceniumOrigin[1] << "]" << endl;
}
// A separate occluder proscenium will also be maintained, starting out the same as the viewport
// proscenium, and expanding as necessary so that it encompasses the center point of at least one
// feature edge in each retained view edge. The occluder proscenium will be used later to cull
// occluding triangles before they are inserted into the Grid. The occluder proscenium starts out
// the same size as the view proscenium
GridHelpers::getDefaultViewProscenium(occluderProscenium);
// N.B. Freestyle is inconsistent in its use of ViewMap::viewedges_container and
// vector<ViewEdge*>::iterator. Probably all occurrences of vector<ViewEdge*>::iterator should be
// replaced ViewMap::viewedges_container throughout the code. For each view edge
ViewMap::viewedges_container::iterator ve, veend;
for (ve = ioViewMap->ViewEdges().begin(), veend = ioViewMap->ViewEdges().end(); ve != veend;
ve++) {
// Overview:
// Search for a visible feature edge
// If none: mark view edge as non-displayable
// Otherwise:
// Find a feature edge with center point inside occluder proscenium.
// If none exists, find the feature edge with center point closest to viewport origin.
// Expand occluder proscenium to enclose center point.
// For each feature edge, while bestOccluderTarget not found and view edge not visible
bool bestOccluderTargetFound = false;
FEdge *bestOccluderTarget = nullptr;
real bestOccluderDistance = 0.0;
FEdge *festart = (*ve)->fedgeA();
FEdge *fe = festart;
// All ViewEdges start culled
(*ve)->setIsInImage(false);
// For simple visibility calculation: mark a feature edge that is known to have a center point
// inside the occluder proscenium. Cull all other feature edges.
do {
// All FEdges start culled
fe->setIsInImage(false);
// Look for the visible edge that can most easily be included in the occluder proscenium.
if (!bestOccluderTargetFound) {
// If center point is inside occluder proscenium,
if (insideProscenium(occluderProscenium, fe->center2d())) {
// Use this feature edge for visibility deterimination
fe->setIsInImage(true);
// Mark bestOccluderTarget as found
bestOccluderTargetFound = true;
bestOccluderTarget = fe;
}
else {
real d = distance2D(fe->center2d(), prosceniumOrigin);
// If center point is closer to viewport origin than current target
if (bestOccluderTarget == nullptr || d < bestOccluderDistance) {
// Then store as bestOccluderTarget
bestOccluderDistance = d;
bestOccluderTarget = fe;
}
}
}
// If feature edge crosses the view proscenium
if (!(*ve)->isInImage() && crossesProscenium(viewProscenium, fe)) {
// Then the view edge will be included in the image
(*ve)->setIsInImage(true);
}
fe = fe->nextEdge();
} while (fe && fe != festart && !(bestOccluderTargetFound && (*ve)->isInImage()));
// Either we have run out of FEdges, or we already have the one edge we need to determine
// visibility Cull all remaining edges.
while (fe && fe != festart) {
fe->setIsInImage(false);
fe = fe->nextEdge();
}
// If bestOccluderTarget was not found inside the occluder proscenium, we need to expand the
// occluder proscenium to include it.
if ((*ve)->isInImage() && bestOccluderTarget != nullptr && !bestOccluderTargetFound) {
// Expand occluder proscenium to enclose bestOccluderTarget
Vec3r point = bestOccluderTarget->center2d();
if (point[0] < occluderProscenium[0]) {
occluderProscenium[0] = point[0];
}
else if (point[0] > occluderProscenium[1]) {
occluderProscenium[1] = point[0];
}
if (point[1] < occluderProscenium[2]) {
occluderProscenium[2] = point[1];
}
else if (point[1] > occluderProscenium[3]) {
occluderProscenium[3] = point[1];
}
// Use bestOccluderTarget for visibility determination
bestOccluderTarget->setIsInImage(true);
}
}
// We are done calculating the occluder proscenium.
// Expand the occluder proscenium by an epsilon to avoid rounding errors.
const real epsilon = 1.0e-6;
occluderProscenium[0] -= epsilon;
occluderProscenium[1] += epsilon;
occluderProscenium[2] -= epsilon;
occluderProscenium[3] += epsilon;
// For "Normal" or "Fast" style visibility computation only:
// For more detailed visibility calculation, make a second pass through the view map, marking all
// feature edges with center points inside the final occluder proscenium. All of these feature
// edges can be considered during visibility calculation.
// So far we have only found one FEdge per ViewEdge. The "Normal" and "Fast" styles of
// visibility computation want to consider many FEdges for each ViewEdge. Here we re-scan the
// view map to find any usable FEdges that we skipped on the first pass, or that have become
// usable because the occluder proscenium has been expanded since the edge was visited on the
// first pass.
if (extensiveFEdgeSearch) {
// For each view edge,
for (ve = ioViewMap->ViewEdges().begin(), veend = ioViewMap->ViewEdges().end(); ve != veend;
ve++) {
if (!(*ve)->isInImage()) {
continue;
}
// For each feature edge,
FEdge *festart = (*ve)->fedgeA();
FEdge *fe = festart;
do {
// If not (already) visible and center point inside occluder proscenium,
if (!fe->isInImage() && insideProscenium(occluderProscenium, fe->center2d())) {
// Use the feature edge for visibility determination
fe->setIsInImage(true);
}
fe = fe->nextEdge();
} while (fe && fe != festart);
}
}
}
void ViewMapBuilder::computeInitialViewEdges(WingedEdge &we)
{
vector<WShape *> wshapes = we.getWShapes();
SShape *psShape;
for (vector<WShape *>::const_iterator it = wshapes.begin(); it != wshapes.end(); it++) {
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
// create the embedding
psShape = new SShape;
psShape->setId((*it)->GetId());
psShape->setName((*it)->getName());
psShape->setLibraryPath((*it)->getLibraryPath());
psShape->setFrsMaterials((*it)->frs_materials()); // FIXME
// create the view shape
ViewShape *vshape = new ViewShape(psShape);
// add this view shape to the view map:
_ViewMap->AddViewShape(vshape);
// we want to number the view edges in a unique way for the while scene.
_pViewEdgeBuilder->setCurrentViewId(_currentId);
// we want to number the feature edges in a unique way for the while scene.
_pViewEdgeBuilder->setCurrentFId(_currentFId);
// we want to number the SVertex in a unique way for the while scene.
_pViewEdgeBuilder->setCurrentSVertexId(_currentFId);
_pViewEdgeBuilder->BuildViewEdges(dynamic_cast<WXShape *>(*it),
vshape,
_ViewMap->ViewEdges(),
_ViewMap->ViewVertices(),
_ViewMap->FEdges(),
_ViewMap->SVertices());
_currentId = _pViewEdgeBuilder->currentViewId() + 1;
_currentFId = _pViewEdgeBuilder->currentFId() + 1;
_currentSVertexId = _pViewEdgeBuilder->currentSVertexId() + 1;
psShape->ComputeBBox();
}
}
void ViewMapBuilder::computeCusps(ViewMap *ioViewMap)
{
vector<ViewVertex *> newVVertices;
vector<ViewEdge *> newVEdges;
ViewMap::viewedges_container &vedges = ioViewMap->ViewEdges();
ViewMap::viewedges_container::iterator ve = vedges.begin(), veend = vedges.end();
for (; ve != veend; ++ve) {
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
if (!((*ve)->getNature() & Nature::SILHOUETTE) || !(*ve)->fedgeA()->isSmooth()) {
continue;
}
FEdge *fe = (*ve)->fedgeA();
FEdge *fefirst = fe;
bool first = true;
bool positive = true;
do {
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth *>(fe);
Vec3r A((fes)->vertexA()->point3d());
Vec3r B((fes)->vertexB()->point3d());
Vec3r AB(B - A);
AB.normalize();
Vec3r m((A + B) / 2.0);
Vec3r crossP(AB ^ (fes)->normal());
crossP.normalize();
Vec3r viewvector;
if (_orthographicProjection) {
viewvector = Vec3r(0.0, 0.0, m.z() - _viewpoint.z());
}
else {
viewvector = Vec3r(m - _viewpoint);
}
viewvector.normalize();
if (first) {
if (((crossP) * (viewvector)) > 0) {
positive = true;
}
else {
positive = false;
}
first = false;
}
// If we're in a positive part, we need a stronger negative value to change
NonTVertex *cusp = nullptr;
if (positive) {
if (((crossP) * (viewvector)) < -0.1) {
// state changes
positive = false;
// creates and insert cusp
cusp = dynamic_cast<NonTVertex *>(
ioViewMap->InsertViewVertex(fes->vertexA(), newVEdges));
if (cusp) {
cusp->setNature(cusp->getNature() | Nature::CUSP);
}
}
}
else {
// If we're in a negative part, we need a stronger negative value to change
if (((crossP) * (viewvector)) > 0.1) {
positive = true;
cusp = dynamic_cast<NonTVertex *>(
ioViewMap->InsertViewVertex(fes->vertexA(), newVEdges));
if (cusp) {
cusp->setNature(cusp->getNature() | Nature::CUSP);
}
}
}
fe = fe->nextEdge();
} while (fe && fe != fefirst);
}
for (ve = newVEdges.begin(), veend = newVEdges.end(); ve != veend; ++ve) {
(*ve)->viewShape()->AddEdge(*ve);
vedges.push_back(*ve);
}
}
void ViewMapBuilder::ComputeCumulativeVisibility(ViewMap *ioViewMap,
WingedEdge &we,
const BBox<Vec3r> &bbox,
real epsilon,
bool cull,
GridDensityProviderFactory &factory)
{
AutoPtr<GridHelpers::Transform> transform;
AutoPtr<OccluderSource> source;
if (_orthographicProjection) {
transform = std::make_unique<BoxGrid::Transform>();
}
else {
transform = std::make_unique<SphericalGrid::Transform>();
}
if (cull) {
source = std::make_unique<CulledOccluderSource>(*transform, we, *ioViewMap, true);
}
else {
source = std::make_unique<OccluderSource>(*transform, we);
}
AutoPtr<GridDensityProvider> density(factory.newGridDensityProvider(*source, bbox, *transform));
if (_orthographicProjection) {
BoxGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeCumulativeVisibility<BoxGrid, BoxGrid::Iterator>(
ioViewMap, grid, epsilon, _pRenderMonitor);
}
else {
SphericalGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeCumulativeVisibility<SphericalGrid, SphericalGrid::Iterator>(
ioViewMap, grid, epsilon, _pRenderMonitor);
}
}
void ViewMapBuilder::ComputeDetailedVisibility(ViewMap *ioViewMap,
WingedEdge &we,
const BBox<Vec3r> &bbox,
real epsilon,
bool cull,
GridDensityProviderFactory &factory)
{
AutoPtr<GridHelpers::Transform> transform;
AutoPtr<OccluderSource> source;
if (_orthographicProjection) {
transform = std::make_unique<BoxGrid::Transform>();
}
else {
transform = std::make_unique<SphericalGrid::Transform>();
}
if (cull) {
source = std::make_unique<CulledOccluderSource>(*transform, we, *ioViewMap, true);
}
else {
source = std::make_unique<OccluderSource>(*transform, we);
}
AutoPtr<GridDensityProvider> density(factory.newGridDensityProvider(*source, bbox, *transform));
if (_orthographicProjection) {
BoxGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeDetailedVisibility<BoxGrid, BoxGrid::Iterator>(
ioViewMap, grid, epsilon, _pRenderMonitor);
}
else {
SphericalGrid grid(*source, *density, ioViewMap, _viewpoint, _EnableQI);
computeDetailedVisibility<SphericalGrid, SphericalGrid::Iterator>(
ioViewMap, grid, epsilon, _pRenderMonitor);
}
}
void ViewMapBuilder::ComputeEdgesVisibility(ViewMap *ioViewMap,
WingedEdge &we,
const BBox<Vec3r> &bbox,
uint sceneNumFaces,
visibility_algo iAlgo,
real epsilon)
{
#if 0
iAlgo = ray_casting; // for testing algorithms equivalence
#endif
switch (iAlgo) {
case ray_casting:
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Using ordinary ray casting" << endl;
}
BuildGrid(we, bbox, sceneNumFaces);
ComputeRayCastingVisibility(ioViewMap, epsilon);
break;
case ray_casting_fast:
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Using fast ray casting" << endl;
}
BuildGrid(we, bbox, sceneNumFaces);
ComputeFastRayCastingVisibility(ioViewMap, epsilon);
break;
case ray_casting_very_fast:
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Using very fast ray casting" << endl;
}
BuildGrid(we, bbox, sceneNumFaces);
ComputeVeryFastRayCastingVisibility(ioViewMap, epsilon);
break;
case ray_casting_culled_adaptive_traditional:
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Using culled adaptive grid with heuristic density and traditional QI calculation"
<< endl;
}
try {
HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
ComputeDetailedVisibility(ioViewMap, we, bbox, epsilon, true, factory);
}
catch (...) {
// Last resort catch to make sure RAII semantics hold for OptimizedGrid. Can be replaced
// with try...catch block around main() if the program as a whole is converted to RAII
// This is the little-mentioned caveat of RAII: RAII does not work unless destructors are
// always called, but destructors are only called if all exceptions are caught (or
// std::terminate() is replaced).
// We don't actually handle the exception here, so re-throw it now that our destructors
// have had a chance to run.
throw;
}
break;
case ray_casting_adaptive_traditional:
if (_global.debug & G_DEBUG_FREESTYLE) {
cout
<< "Using unculled adaptive grid with heuristic density and traditional QI calculation"
<< endl;
}
try {
HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
ComputeDetailedVisibility(ioViewMap, we, bbox, epsilon, false, factory);
}
catch (...) {
throw;
}
break;
case ray_casting_culled_adaptive_cumulative:
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Using culled adaptive grid with heuristic density and cumulative QI calculation"
<< endl;
}
try {
HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
ComputeCumulativeVisibility(ioViewMap, we, bbox, epsilon, true, factory);
}
catch (...) {
throw;
}
break;
case ray_casting_adaptive_cumulative:
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Using unculled adaptive grid with heuristic density and cumulative QI calculation"
<< endl;
}
try {
HeuristicGridDensityProviderFactory factory(0.5f, sceneNumFaces);
ComputeCumulativeVisibility(ioViewMap, we, bbox, epsilon, false, factory);
}
catch (...) {
throw;
}
break;
default:
break;
}
}
static const uint gProgressBarMaxSteps = 10;
static const uint gProgressBarMinSize = 2000;
void ViewMapBuilder::ComputeRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
vector<ViewEdge *> &vedges = ioViewMap->ViewEdges();
bool progressBarDisplay = false;
uint progressBarStep = 0;
uint vEdgesSize = vedges.size();
uint fEdgesSize = ioViewMap->FEdges().size();
if (_pProgressBar != nullptr && fEdgesSize > gProgressBarMinSize) {
uint progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
progressBarStep = vEdgesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Computing Ray casting Visibility");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
progressBarDisplay = true;
}
uint counter = progressBarStep;
FEdge *fe, *festart;
int nSamples = 0;
vector<Polygon3r *> aFaces;
Polygon3r *aFace = nullptr;
uint tmpQI = 0;
uint qiClasses[256];
uint maxIndex, maxCard;
uint qiMajority;
static uint timestamp = 1;
for (vector<ViewEdge *>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "Processing ViewEdge " << (*ve)->getId() << endl;
}
#endif
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
qiMajority = 1;
do {
qiMajority++;
fe = fe->nextEdge();
} while (fe && fe != festart);
qiMajority >>= 1;
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tqiMajority: " << qiMajority << endl;
}
#endif
tmpQI = 0;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
fe = (*ve)->fedgeA();
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
set<ViewShape *> occluders;
do {
if (maxCard < qiMajority) {
tmpQI = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFEdge: visibility " << tmpQI << endl;
}
#endif
// ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if (tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
// ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
}
else {
// ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
FindOccludee(fe, _Grid, epsilon, &aFace, timestamp++);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFEdge: occludee only (" << (aFace != NULL ? "found" : "not found") << ")"
<< endl;
}
#endif
}
if (aFace) {
fe->setaFace(*aFace);
aFaces.push_back(aFace);
fe->setOccludeeEmpty(false);
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFound occludee" << endl;
}
#endif
}
else {
// ARB: We are arbitrarily using the last observed value for occludee (almost always the
// value observed
// for the edge before festart). Is that meaningful?
// ...in fact, _occludeeEmpty seems to be unused.
fe->setOccludeeEmpty(true);
}
++nSamples;
fe = fe->nextEdge();
} while ((maxCard < qiMajority) && (fe) && (fe != festart));
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tFinished with " << nSamples << " samples, maxCard = " << maxCard << endl;
}
#endif
// ViewEdge
// qi --
(*ve)->setQI(maxIndex);
// occluders --
for (set<ViewShape *>::iterator o = occluders.begin(), oend = occluders.end(); o != oend;
++o) {
(*ve)->AddOccluder(*o);
}
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\tConclusion: QI = " << maxIndex << ", " << (*ve)->occluders_size() << " occluders."
<< endl;
}
#endif
// occludee --
if (!aFaces.empty()) {
if (aFaces.size() <= float(nSamples) / 2.0f) {
(*ve)->setaShape(nullptr);
}
else {
vector<Polygon3r *>::iterator p = aFaces.begin();
WFace *wface = (WFace *)((*p)->userdata);
ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
++p;
(*ve)->setaShape(vshape);
}
}
if (progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
aFaces.clear();
}
}
void ViewMapBuilder::ComputeFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
vector<ViewEdge *> &vedges = ioViewMap->ViewEdges();
bool progressBarDisplay = false;
uint progressBarStep = 0;
uint vEdgesSize = vedges.size();
uint fEdgesSize = ioViewMap->FEdges().size();
if (_pProgressBar != nullptr && fEdgesSize > gProgressBarMinSize) {
uint progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
progressBarStep = vEdgesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Computing Ray casting Visibility");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
progressBarDisplay = true;
}
uint counter = progressBarStep;
FEdge *fe, *festart;
uint nSamples = 0;
vector<Polygon3r *> aFaces;
Polygon3r *aFace = nullptr;
uint tmpQI = 0;
uint qiClasses[256];
uint maxIndex, maxCard;
uint qiMajority;
static uint timestamp = 1;
bool even_test;
for (vector<ViewEdge *>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
festart = (*ve)->fedgeA();
fe = (*ve)->fedgeA();
qiMajority = 1;
do {
qiMajority++;
fe = fe->nextEdge();
} while (fe && fe != festart);
if (qiMajority >= 4) {
qiMajority >>= 2;
}
else {
qiMajority = 1;
}
set<ViewShape *> occluders;
even_test = true;
maxIndex = 0;
maxCard = 0;
nSamples = 0;
memset(qiClasses, 0, 256 * sizeof(*qiClasses));
fe = (*ve)->fedgeA();
do {
if (even_test) {
if (maxCard < qiMajority) {
tmpQI = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
// ARB: This is an error condition, not an alert condition.
// Some sort of recovery or abort is necessary.
if (tmpQI >= 256) {
cerr << "Warning: too many occluding levels" << endl;
// ARB: Wild guess: instead of aborting or corrupting memory, treat as tmpQI == 255
tmpQI = 255;
}
if (++qiClasses[tmpQI] > maxCard) {
maxCard = qiClasses[tmpQI];
maxIndex = tmpQI;
}
}
else {
// ARB: FindOccludee is redundant if ComputeRayCastingVisibility has been called
FindOccludee(fe, _Grid, epsilon, &aFace, timestamp++);
}
if (aFace) {
fe->setaFace(*aFace);
aFaces.push_back(aFace);
}
++nSamples;
even_test = false;
}
else {
even_test = true;
}
fe = fe->nextEdge();
} while ((maxCard < qiMajority) && (fe) && (fe != festart));
(*ve)->setQI(maxIndex);
if (!aFaces.empty()) {
if (aFaces.size() < nSamples / 2) {
(*ve)->setaShape(nullptr);
}
else {
vector<Polygon3r *>::iterator p = aFaces.begin();
WFace *wface = (WFace *)((*p)->userdata);
ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
++p;
#if 0
for (; p != pend; ++p) {
WFace *f = (WFace *)((*p)->userdata);
ViewShape *vs = ioViewMap->viewShape(f->GetVertex(0)->shape()->GetId());
if (vs != vshape) {
sameShape = false;
break;
}
}
if (sameShape)
#endif
{
(*ve)->setaShape(vshape);
}
}
}
//(*ve)->setaFace(aFace);
if (progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
aFaces.clear();
}
}
void ViewMapBuilder::ComputeVeryFastRayCastingVisibility(ViewMap *ioViewMap, real epsilon)
{
vector<ViewEdge *> &vedges = ioViewMap->ViewEdges();
bool progressBarDisplay = false;
uint progressBarStep = 0;
uint vEdgesSize = vedges.size();
uint fEdgesSize = ioViewMap->FEdges().size();
if (_pProgressBar != nullptr && fEdgesSize > gProgressBarMinSize) {
uint progressBarSteps = min(gProgressBarMaxSteps, vEdgesSize);
progressBarStep = vEdgesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Computing Ray casting Visibility");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
progressBarDisplay = true;
}
uint counter = progressBarStep;
FEdge *fe;
uint qi = 0;
Polygon3r *aFace = nullptr;
static uint timestamp = 1;
for (vector<ViewEdge *>::iterator ve = vedges.begin(), veend = vedges.end(); ve != veend; ve++) {
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
set<ViewShape *> occluders;
fe = (*ve)->fedgeA();
qi = ComputeRayCastingVisibility(fe, _Grid, epsilon, occluders, &aFace, timestamp++);
if (aFace) {
fe->setaFace(*aFace);
WFace *wface = (WFace *)(aFace->userdata);
ViewShape *vshape = ioViewMap->viewShape(wface->GetVertex(0)->shape()->GetId());
(*ve)->setaShape(vshape);
}
else {
(*ve)->setaShape(nullptr);
}
(*ve)->setQI(qi);
if (progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
}
}
void ViewMapBuilder::FindOccludee(FEdge *fe,
Grid *iGrid,
real epsilon,
Polygon3r **oaPolygon,
uint timestamp,
Vec3r &u,
Vec3r &A,
Vec3r &origin,
Vec3r &edgeDir,
vector<WVertex *> &faceVertices)
{
WFace *face = nullptr;
if (fe->isSmooth()) {
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth *>(fe);
face = (WFace *)fes->face();
}
OccludersSet occluders;
WFace *oface;
bool skipFace;
WVertex::incoming_edge_iterator ie;
OccludersSet::iterator p, pend;
*oaPolygon = nullptr;
if (((fe)->getNature() & Nature::SILHOUETTE) || ((fe)->getNature() & Nature::BORDER)) {
occluders.clear();
// we cast a ray from A in the same direction but looking behind
Vec3r v(-u[0], -u[1], -u[2]);
iGrid->castInfiniteRay(A, v, occluders, timestamp);
bool noIntersection = true;
real mint = FLT_MAX;
// we met some occluders, let us fill the aShape field with the first intersected occluder
for (p = occluders.begin(), pend = occluders.end(); p != pend; p++) {
// check whether the edge and the polygon plane are coincident:
//-------------------------------------------------------------
// first let us compute the plane equation.
oface = (WFace *)(*p)->userdata;
Vec3r v1((*p)->getVertices()[0]);
Vec3r normal((*p)->getNormal());
real d = -(v1 * normal);
real t, t_u, t_v;
if (face) {
skipFace = false;
if (face == oface) {
continue;
}
if (faceVertices.empty()) {
continue;
}
for (vector<WVertex *>::iterator fv = faceVertices.begin(), fvend = faceVertices.end();
fv != fvend;
++fv) {
if ((*fv)->isBoundary()) {
continue;
}
WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
for (ie = iebegin; ie != ieend; ++ie) {
if ((*ie) == nullptr) {
continue;
}
WFace *sface = (*ie)->GetbFace();
if (sface == oface) {
skipFace = true;
break;
}
}
if (skipFace) {
break;
}
}
if (skipFace) {
continue;
}
}
else {
if (GeomUtils::COINCIDENT ==
GeomUtils::intersectRayPlane(origin, edgeDir, normal, d, t, epsilon)) {
continue;
}
}
if ((*p)->rayIntersect(A, v, t, t_u, t_v)) {
if (fabs(v * normal) > 0.0001) {
if (t > 0.0) { // && t < 1.0) {
if (t < mint) {
*oaPolygon = (*p);
mint = t;
noIntersection = false;
fe->setOccludeeIntersection(Vec3r(A + t * v));
}
}
}
}
}
if (noIntersection) {
*oaPolygon = nullptr;
}
}
}
void ViewMapBuilder::FindOccludee(
FEdge *fe, Grid *iGrid, real epsilon, Polygon3r **oaPolygon, uint timestamp)
{
OccludersSet occluders;
Vec3r A;
Vec3r edgeDir;
Vec3r origin;
A = Vec3r(((fe)->vertexA()->point3D() + (fe)->vertexB()->point3D()) / 2.0);
edgeDir = Vec3r((fe)->vertexB()->point3D() - (fe)->vertexA()->point3D());
edgeDir.normalize();
origin = Vec3r((fe)->vertexA()->point3D());
Vec3r u;
if (_orthographicProjection) {
u = Vec3r(0.0, 0.0, _viewpoint.z() - A.z());
}
else {
u = Vec3r(_viewpoint - A);
}
u.normalize();
if (A < iGrid->getOrigin()) {
cerr << "Warning: point is out of the grid for fedge " << fe->getId().getFirst() << "-"
<< fe->getId().getSecond() << endl;
}
vector<WVertex *> faceVertices;
WFace *face = nullptr;
if (fe->isSmooth()) {
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth *>(fe);
face = (WFace *)fes->face();
}
if (face) {
face->RetrieveVertexList(faceVertices);
}
return FindOccludee(
fe, iGrid, epsilon, oaPolygon, timestamp, u, A, origin, edgeDir, faceVertices);
}
int ViewMapBuilder::ComputeRayCastingVisibility(FEdge *fe,
Grid *iGrid,
real epsilon,
set<ViewShape *> &oOccluders,
Polygon3r **oaPolygon,
uint timestamp)
{
OccludersSet occluders;
int qi = 0;
Vec3r center;
Vec3r edgeDir;
Vec3r origin;
center = fe->center3d();
edgeDir = Vec3r(fe->vertexB()->point3D() - fe->vertexA()->point3D());
edgeDir.normalize();
origin = Vec3r(fe->vertexA()->point3D());
// Is the edge outside the view frustum ?
Vec3r gridOrigin(iGrid->getOrigin());
Vec3r gridExtremity(iGrid->getOrigin() + iGrid->gridSize());
if ((center.x() < gridOrigin.x()) || (center.y() < gridOrigin.y()) ||
(center.z() < gridOrigin.z()) || (center.x() > gridExtremity.x()) ||
(center.y() > gridExtremity.y()) || (center.z() > gridExtremity.z())) {
cerr << "Warning: point is out of the grid for fedge " << fe->getId() << endl;
// return 0;
}
#if 0
Vec3r A(fe->vertexA()->point2d());
Vec3r B(fe->vertexB()->point2d());
int viewport[4];
SilhouetteGeomEngine::retrieveViewport(viewport);
if ((A.x() < viewport[0]) || (A.x() > viewport[2]) || (A.y() < viewport[1]) ||
(A.y() > viewport[3]) || (B.x() < viewport[0]) || (B.x() > viewport[2]) ||
(B.y() < viewport[1]) || (B.y() > viewport[3])) {
cerr << "Warning: point is out of the grid for fedge " << fe->getId() << endl;
//return 0;
}
#endif
Vec3r vp;
if (_orthographicProjection) {
vp = Vec3r(center.x(), center.y(), _viewpoint.z());
}
else {
vp = Vec3r(_viewpoint);
}
Vec3r u(vp - center);
real raylength = u.norm();
u.normalize();
#if 0
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "grid origin " << iGrid->getOrigin().x() << "," << iGrid->getOrigin().y() << ","
<< iGrid->getOrigin().z() << endl;
cout << "center " << center.x() << "," << center.y() << "," << center.z() << endl;
}
#endif
iGrid->castRay(center, vp, occluders, timestamp);
WFace *face = nullptr;
if (fe->isSmooth()) {
FEdgeSmooth *fes = dynamic_cast<FEdgeSmooth *>(fe);
face = (WFace *)fes->face();
}
vector<WVertex *> faceVertices;
WVertex::incoming_edge_iterator ie;
WFace *oface;
bool skipFace;
OccludersSet::iterator p, pend;
if (face) {
face->RetrieveVertexList(faceVertices);
}
for (p = occluders.begin(), pend = occluders.end(); p != pend; p++) {
// If we're dealing with an exact silhouette, check whether we must take care of this occluder
// of not. (Indeed, we don't consider the occluders that share at least one vertex with the
// face containing this edge).
//-----------
oface = (WFace *)(*p)->userdata;
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tEvaluating intersection for occluder " << ((*p)->getVertices())[0]
<< ((*p)->getVertices())[1] << ((*p)->getVertices())[2] << endl
<< "\t\t\tand ray " << vp << " * " << u << " (center " << center << ")" << endl;
}
#endif
Vec3r v1((*p)->getVertices()[0]);
Vec3r normal((*p)->getNormal());
real d = -(v1 * normal);
real t, t_u, t_v;
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tp: " << ((*p)->getVertices())[0] << ((*p)->getVertices())[1]
<< ((*p)->getVertices())[2] << ", norm: " << (*p)->getNormal() << endl;
}
#endif
if (face) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tDetermining face adjacency...";
}
#endif
skipFace = false;
if (face == oface) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << " Rejecting occluder for face concurrency." << endl;
}
#endif
continue;
}
for (vector<WVertex *>::iterator fv = faceVertices.begin(), fvend = faceVertices.end();
fv != fvend;
++fv) {
if ((*fv)->isBoundary()) {
continue;
}
WVertex::incoming_edge_iterator iebegin = (*fv)->incoming_edges_begin();
WVertex::incoming_edge_iterator ieend = (*fv)->incoming_edges_end();
for (ie = iebegin; ie != ieend; ++ie) {
if ((*ie) == nullptr) {
continue;
}
WFace *sface = (*ie)->GetbFace();
// WFace *sfacea = (*ie)->GetaFace();
// if ((sface == oface) || (sfacea == oface)) {
if (sface == oface) {
skipFace = true;
break;
}
}
if (skipFace) {
break;
}
}
if (skipFace) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << " Rejecting occluder for face adjacency." << endl;
}
#endif
continue;
}
}
else {
// check whether the edge and the polygon plane are coincident:
//-------------------------------------------------------------
// first let us compute the plane equation.
if (GeomUtils::COINCIDENT ==
GeomUtils::intersectRayPlane(origin, edgeDir, normal, d, t, epsilon)) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tRejecting occluder for target coincidence." << endl;
}
#endif
continue;
}
}
if ((*p)->rayIntersect(center, u, t, t_u, t_v)) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tRay " << vp << " * " << u << " intersects at time " << t << " (raylength is "
<< raylength << ")" << endl;
cout << "\t\t(u * normal) == " << (u * normal) << " for normal " << normal << endl;
}
#endif
if (fabs(u * normal) > 0.0001) {
if ((t > 0.0) && (t < raylength)) {
#if LOGGING
if (_global.debug & G_DEBUG_FREESTYLE) {
cout << "\t\tIs occluder" << endl;
}
#endif
WFace *f = (WFace *)((*p)->userdata);
ViewShape *vshape = _ViewMap->viewShape(f->GetVertex(0)->shape()->GetId());
oOccluders.insert(vshape);
++qi;
if (!_EnableQI) {
break;
}
}
}
}
}
// Find occludee
FindOccludee(fe, iGrid, epsilon, oaPolygon, timestamp, u, center, origin, edgeDir, faceVertices);
return qi;
}
void ViewMapBuilder::ComputeIntersections(ViewMap *ioViewMap,
intersection_algo iAlgo,
real epsilon)
{
switch (iAlgo) {
case sweep_line:
ComputeSweepLineIntersections(ioViewMap, epsilon);
break;
default:
break;
}
#if 0
if (_global.debug & G_DEBUG_FREESTYLE) {
ViewMap::viewvertices_container &vvertices = ioViewMap->ViewVertices();
for (ViewMap::viewvertices_container::iterator vv = vvertices.begin(), vvend = vvertices.end();
vv != vvend;
++vv) {
if ((*vv)->getNature() == Nature::T_VERTEX) {
TVertex *tvertex = (TVertex *)(*vv);
cout << "TVertex " << tvertex->getId() << " has :" << endl;
cout << "FrontEdgeA: " << tvertex->frontEdgeA().first << endl;
cout << "FrontEdgeB: " << tvertex->frontEdgeB().first << endl;
cout << "BackEdgeA: " << tvertex->backEdgeA().first << endl;
cout << "BackEdgeB: " << tvertex->backEdgeB().first << endl << endl;
}
}
}
#endif
}
struct less_SVertex2D {
real epsilon;
less_SVertex2D(real eps)
{
epsilon = eps;
}
bool operator()(SVertex *x, SVertex *y)
{
Vec3r A = x->point2D();
Vec3r B = y->point2D();
for (uint i = 0; i < 3; i++) {
if (fabs(A[i] - B[i]) < epsilon) {
continue;
}
if (A[i] < B[i]) {
return true;
}
if (A[i] > B[i]) {
return false;
}
}
return false;
}
};
using segment = Segment<FEdge *, Vec3r>;
using intersection = Intersection<segment>;
struct less_Intersection {
segment *edge;
less_Intersection(segment *iEdge)
{
edge = iEdge;
}
bool operator()(intersection *x, intersection *y)
{
real tx = x->getParameter(edge);
real ty = y->getParameter(edge);
if (tx > ty) {
return true;
}
return false;
}
};
struct silhouette_binary_rule : public binary_rule<segment, segment> {
bool operator()(segment &s1, segment &s2) override
{
FEdge *f1 = s1.edge();
FEdge *f2 = s2.edge();
if (!(((f1)->getNature() & Nature::SILHOUETTE) || ((f1)->getNature() & Nature::BORDER)) &&
!(((f2)->getNature() & Nature::SILHOUETTE) || ((f2)->getNature() & Nature::BORDER))) {
return false;
}
return true;
}
};
void ViewMapBuilder::ComputeSweepLineIntersections(ViewMap *ioViewMap, real epsilon)
{
vector<SVertex *> &svertices = ioViewMap->SVertices();
bool progressBarDisplay = false;
uint sVerticesSize = svertices.size();
uint fEdgesSize = ioViewMap->FEdges().size();
#if 0
if (_global.debug & G_DEBUG_FREESTYLE) {
ViewMap::fedges_container &fedges = ioViewMap->FEdges();
for (ViewMap::fedges_container::const_iterator f = fedges.begin(), end = fedges.end();
f != end;
++f) {
cout << (*f)->aMaterialIndex() << "-" << (*f)->bMaterialIndex() << endl;
}
}
#endif
uint progressBarStep = 0;
if (_pProgressBar != nullptr && fEdgesSize > gProgressBarMinSize) {
uint progressBarSteps = min(gProgressBarMaxSteps, sVerticesSize);
progressBarStep = sVerticesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Computing Sweep Line Intersections");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
progressBarDisplay = true;
}
uint counter = progressBarStep;
sort(svertices.begin(), svertices.end(), less_SVertex2D(epsilon));
SweepLine<FEdge *, Vec3r> SL;
vector<FEdge *> &ioEdges = ioViewMap->FEdges();
vector<segment *> segments;
vector<FEdge *>::iterator fe, fend;
for (fe = ioEdges.begin(), fend = ioEdges.end(); fe != fend; fe++) {
segment *s = new segment((*fe), (*fe)->vertexA()->point2D(), (*fe)->vertexB()->point2D());
(*fe)->userdata = s;
segments.push_back(s);
}
vector<segment *> vsegments;
for (vector<SVertex *>::iterator sv = svertices.begin(), svend = svertices.end(); sv != svend;
sv++) {
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
break;
}
const vector<FEdge *> &vedges = (*sv)->fedges();
for (vector<FEdge *>::const_iterator sve = vedges.begin(), sveend = vedges.end();
sve != sveend;
sve++) {
vsegments.push_back((segment *)((*sve)->userdata));
}
Vec3r evt((*sv)->point2D());
silhouette_binary_rule sbr;
SL.process(evt, vsegments, sbr, epsilon);
if (progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
vsegments.clear();
}
if (_pRenderMonitor && _pRenderMonitor->testBreak()) {
// delete segments
if (!segments.empty()) {
vector<segment *>::iterator s, send;
for (s = segments.begin(), send = segments.end(); s != send; s++) {
delete *s;
}
}
return;
}
// reset userdata:
for (fe = ioEdges.begin(), fend = ioEdges.end(); fe != fend; fe++) {
(*fe)->userdata = nullptr;
}
// list containing the new edges resulting from splitting operations.
vector<FEdge *> newEdges;
// retrieve the intersected edges:
vector<segment *> &iedges = SL.intersectedEdges();
// retrieve the intersections:
vector<intersection *> &intersections = SL.intersections();
int id = 0;
// create a view vertex for each intersection and linked this one with the intersection object
vector<intersection *>::iterator i, iend;
for (i = intersections.begin(), iend = intersections.end(); i != iend; i++) {
FEdge *fA = (*i)->EdgeA->edge();
FEdge *fB = (*i)->EdgeB->edge();
Vec3r A1 = fA->vertexA()->point3D();
Vec3r A2 = fA->vertexB()->point3D();
Vec3r B1 = fB->vertexA()->point3D();
Vec3r B2 = fB->vertexB()->point3D();
Vec3r a1 = fA->vertexA()->point2D();
Vec3r a2 = fA->vertexB()->point2D();
Vec3r b1 = fB->vertexA()->point2D();
Vec3r b2 = fB->vertexB()->point2D();
real ta = (*i)->tA;
real tb = (*i)->tB;
if ((ta < -epsilon) || (ta > 1 + epsilon)) {
cerr << "Warning: 2D intersection out of range for edge " << fA->vertexA()->getId() << " - "
<< fA->vertexB()->getId() << endl;
}
if ((tb < -epsilon) || (tb > 1 + epsilon)) {
cerr << "Warning: 2D intersection out of range for edge " << fB->vertexA()->getId() << " - "
<< fB->vertexB()->getId() << endl;
}
real Ta = SilhouetteGeomEngine::ImageToWorldParameter(fA, ta);
real Tb = SilhouetteGeomEngine::ImageToWorldParameter(fB, tb);
if ((Ta < -epsilon) || (Ta > 1 + epsilon)) {
cerr << "Warning: 3D intersection out of range for edge " << fA->vertexA()->getId() << " - "
<< fA->vertexB()->getId() << endl;
}
if ((Tb < -epsilon) || (Tb > 1 + epsilon)) {
cerr << "Warning: 3D intersection out of range for edge " << fB->vertexA()->getId() << " - "
<< fB->vertexB()->getId() << endl;
}
#if 0
if (_global.debug & G_DEBUG_FREESTYLE) {
if ((Ta < -epsilon) || (Ta > 1 + epsilon) || (Tb < -epsilon) || (Tb > 1 + epsilon)) {
printf("ta %.12e\n", ta);
printf("tb %.12e\n", tb);
printf("a1 %e, %e -- a2 %e, %e\n", a1[0], a1[1], a2[0], a2[1]);
printf("b1 %e, %e -- b2 %e, %e\n", b1[0], b1[1], b2[0], b2[1]);
//printf("line([%e, %e], [%e, %e]);\n", a1[0], a2[0], a1[1], a2[1]);
//printf("line([%e, %e], [%e, %e]);\n", b1[0], b2[0], b1[1], b2[1]);
if ((Ta < -epsilon) || (Ta > 1 + epsilon)) {
printf("Ta %.12e\n", Ta);
}
if ((Tb < -epsilon) || (Tb > 1 + epsilon)) {
printf("Tb %.12e\n", Tb);
}
printf("A1 %e, %e, %e -- A2 %e, %e, %e\n", A1[0], A1[1], A1[2], A2[0], A2[1], A2[2]);
printf("B1 %e, %e, %e -- B2 %e, %e, %e\n", B1[0], B1[1], B1[2], B2[0], B2[1], B2[2]);
}
}
#endif
TVertex *tvertex = ioViewMap->CreateTVertex(Vec3r(A1 + Ta * (A2 - A1)),
Vec3r(a1 + ta * (a2 - a1)),
fA,
Vec3r(B1 + Tb * (B2 - B1)),
Vec3r(b1 + tb * (b2 - b1)),
fB,
id);
(*i)->userdata = tvertex;
++id;
}
progressBarStep = 0;
if (progressBarDisplay) {
uint iEdgesSize = iedges.size();
uint progressBarSteps = min(gProgressBarMaxSteps, iEdgesSize);
progressBarStep = iEdgesSize / progressBarSteps;
_pProgressBar->reset();
_pProgressBar->setLabelText("Splitting intersected edges");
_pProgressBar->setTotalSteps(progressBarSteps);
_pProgressBar->setProgress(0);
}
counter = progressBarStep;
vector<TVertex *> edgeVVertices;
vector<ViewEdge *> newVEdges;
vector<segment *>::iterator s, send;
for (s = iedges.begin(), send = iedges.end(); s != send; s++) {
edgeVVertices.clear();
newEdges.clear();
newVEdges.clear();
FEdge *fedge = (*s)->edge();
ViewEdge *vEdge = fedge->viewedge();
ViewShape *shape = vEdge->viewShape();
vector<intersection *> &eIntersections = (*s)->intersections();
// we first need to sort these intersections from farther to closer to A
sort(eIntersections.begin(), eIntersections.end(), less_Intersection(*s));
for (i = eIntersections.begin(), iend = eIntersections.end(); i != iend; i++) {
edgeVVertices.push_back((TVertex *)(*i)->userdata);
}
shape->SplitEdge(fedge, edgeVVertices, ioViewMap->FEdges(), ioViewMap->ViewEdges());
if (progressBarDisplay) {
counter--;
if (counter <= 0) {
counter = progressBarStep;
_pProgressBar->setProgress(_pProgressBar->getProgress() + 1);
}
}
}
// reset userdata:
for (fe = ioEdges.begin(), fend = ioEdges.end(); fe != fend; fe++) {
(*fe)->userdata = nullptr;
}
// delete segments
if (!segments.empty()) {
for (s = segments.begin(), send = segments.end(); s != send; s++) {
delete *s;
}
}
}
} /* namespace Freestyle */