#pragma once #include #include #include "../../inc/glm/glm.hpp" #include "../Defines.h" #include "VoxelInfo.h" class BaseVoxelizer { public: virtual ~BaseVoxelizer() {} // Should be called before using the octreebuilder. This method initialize the parts of the voxelizer that are not dependent on the scene. virtual bool Initialize() = 0; // Loads the scene at the given filename virtual bool LoadScene(const std::string& filename) = 0; // Unloads the currently loaded scene (freeing up memory) virtual bool UnloadScene() = 0; // Returns all coordinates that should be voxelized at a certain scale. virtual std::vector GetValidCoords(unsigned8 scale) = 0; // Voxelizes the currently loaded scene at the given scale. Scale is given as the log_2 of the resolution (e.g. for 1024x1024x1024 use scale = 10). // Overload can be used to voxelize a certain subsection of the scene. // For each filled voxel that is found, the node adder is called. The boolean in the nodeadder is // used as certain voxelizers can give multiple colors for the same voxels. The "best" boolean can then be used to indicate if this is the best color for a voxel. virtual void Voxelize(unsigned8 scale, unsigned8 partScale, glm::uvec3 partCoord, const std::function& nodeAdder, bool colors = true, bool normals = true, bool reflectivity = true) = 0; virtual void Voxelize(unsigned8 scale, const std::function& nodeAdder) { Voxelize(scale, scale, glm::uvec3(0), nodeAdder); } };