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blender-archive/source/blender/freestyle/intern/view_map/ViewMapBuilder.h

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/*
* 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.
*/
#ifndef __FREESTYLE_VIEW_MAP_BUILDER_H__
#define __FREESTYLE_VIEW_MAP_BUILDER_H__
/** \file
* \ingroup freestyle
* \brief Class to build silhouette edges from a Winged-Edge structure
*/
#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 &edgeDir,
vector<WVertex *> &faceVertices);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:ViewMapBuilder")
#endif
};
} /* namespace Freestyle */
#endif // __FREESTYLE_VIEW_MAP_BUILDER_H__