10 #include "../geometry/GridHelpers.h"
19 bool extensiveFEdgeSearch)
20 :
OccluderSource(
t, we), rejected(0), gridSpaceOccluderProsceniumInitialized(false)
26 valid = gridSpaceOccluderProsceniumInitialized;
28 if (
valid && !testCurrent()) {
33 bool CulledOccluderSource::testCurrent()
37 return gridSpaceOccluderProsceniumInitialized &&
52 std::cout <<
"Finished generating occluders. Rejected " << rejected <<
" faces." << std::endl;
59 for (
unsigned int i = 0; i < 4; ++i) {
60 proscenium[i] = gridSpaceOccluderProscenium[i];
71 Vec2r min(proscenium[0], proscenium[2]);
72 Vec2r max(proscenium[1], proscenium[3]);
81 return !(
point[0] < proscenium[0] ||
point[0] > proscenium[1] ||
point[1] < proscenium[2] ||
82 point[1] > proscenium[3]);
96 real viewProscenium[4];
98 real prosceniumOrigin[2];
99 prosceniumOrigin[0] = (viewProscenium[1] - viewProscenium[0]) / 2.0;
100 prosceniumOrigin[1] = (viewProscenium[3] - viewProscenium[2]) / 2.0;
102 cout <<
"Proscenium culling:" << endl;
103 cout <<
"Proscenium: [" << viewProscenium[0] <<
", " << viewProscenium[1] <<
", "
104 << viewProscenium[2] <<
", " << viewProscenium[3] <<
"]" << endl;
105 cout <<
"Origin: [" << prosceniumOrigin[0] <<
", " << prosceniumOrigin[1] <<
"]" << endl;
118 ViewMap::viewedges_container::iterator ve, veend;
120 for (ve = viewMap.
ViewEdges().begin(), veend = viewMap.
ViewEdges().end(); ve != veend; ve++) {
130 bool bestOccluderTargetFound =
false;
131 FEdge *bestOccluderTarget =
nullptr;
132 real bestOccluderDistance = 0.0;
133 FEdge *festart = (*ve)->fedgeA();
145 if (!bestOccluderTargetFound) {
150 expandGridSpaceOccluderProscenium(fe);
152 bestOccluderTargetFound =
true;
153 bestOccluderTarget = fe;
158 if (bestOccluderTarget ==
nullptr || d < bestOccluderDistance) {
160 bestOccluderDistance = d;
161 bestOccluderTarget = fe;
172 }
while (fe !=
nullptr && fe != festart && !(bestOccluderTargetFound && (*ve)->isInImage()));
183 if ((*ve)->isInImage() && bestOccluderTarget !=
nullptr && !bestOccluderTargetFound) {
186 if (
point[0] < occluderProscenium[0]) {
187 occluderProscenium[0] =
point[0];
189 else if (
point[0] > occluderProscenium[1]) {
190 occluderProscenium[1] =
point[0];
192 if (
point[1] < occluderProscenium[2]) {
193 occluderProscenium[2] =
point[1];
195 else if (
point[1] > occluderProscenium[3]) {
196 occluderProscenium[3] =
point[1];
206 occluderProscenium[0] -=
epsilon;
207 occluderProscenium[1] +=
epsilon;
208 occluderProscenium[2] -=
epsilon;
209 occluderProscenium[3] +=
epsilon;
221 if (extensiveFEdgeSearch) {
223 for (ve = viewMap.
ViewEdges().begin(), veend = viewMap.
ViewEdges().end(); ve != veend; ve++) {
224 if (!(*ve)->isInImage()) {
228 FEdge *festart = (*ve)->fedgeA();
235 expandGridSpaceOccluderProscenium(fe);
248 void CulledOccluderSource::expandGridSpaceOccluderProscenium(
FEdge *fe)
250 if (gridSpaceOccluderProsceniumInitialized) {
255 gridSpaceOccluderProscenium[0] = gridSpaceOccluderProscenium[1] =
point[0];
256 gridSpaceOccluderProscenium[2] = gridSpaceOccluderProscenium[3] =
point[1];
257 gridSpaceOccluderProsceniumInitialized =
true;
Class to define a cell grid surrounding the projected image of a scene.
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Sample an image file as a texture Sky Generate a procedural sky texture Noise Generate fractal Perlin noise Wave Generate procedural bands or rings with noise Voronoi Generate Worley noise based on the distance to random points Typically used to generate textures such as or biological cells Brick Generate a procedural texture producing bricks Texture Retrieve multiple types of texture coordinates nTypically used as inputs for texture nodes Vector Convert a point
void getOccluderProscenium(real proscenium[4])
void cullViewEdges(ViewMap &viewMap, bool extensiveFEdgeSearch)
void setIsInImage(bool iFlag)
const GridHelpers::Transform & transform
virtual real getProjectedY() const
virtual real getProjectedX() const
viewedges_container & ViewEdges()
bool intersect2dSeg2dArea(const Vec2r &min, const Vec2r &max, const Vec2r &A, const Vec2r &B)
VecMat::Vec3< real > Vec3r
void getDefaultViewProscenium(real viewProscenium[4])
void expandProscenium(real proscenium[4], const Polygon3r &polygon)
bool insideProscenium(const real proscenium[4], const Polygon3r &polygon)
static real distance2D(const Vec3r &point, const real origin[2])
static bool insideProscenium(const real proscenium[4], const Vec3r &point)
static bool crossesProscenium(real proscenium[4], FEdge *fe)
INLINE Rall1d< T, V, S > hypot(const Rall1d< T, V, S > &y, const Rall1d< T, V, S > &x)