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CDAG/Research/core/OctreeBuilder/HierarchicalMaterialOctreeBuilder.h

245 lines
8.4 KiB
C++

#pragma once
#include "BaseMaterialOctreeBuilder.h"
#include "../../inc/glm/common.hpp"
#include <unordered_set>
#include "../../core/Hashers.h"
#include "../../scene/Octree/MaterialLibraryTree.h"
#include "../../scene/Material/MaterialQuantizer/BaseQuantizer.h"
template<typename T, typename Comparer>
class HierarchicalMaterialOctreeBuilder : public BaseMaterialOctreeBuilder<T>
{
public:
HierarchicalMaterialOctreeBuilder(BaseQuantizer<T, Comparer>* quantizer = NULL) :
mTree(NULL),
mMaterialLibrary(NULL),
mReduceMaterials(quantizer != NULL),
mSceneMaterials(std::vector<T>()),
mReplacers(NULL),
mQuantizer(quantizer)
{}
~HierarchicalMaterialOctreeBuilder() override
{
if (mReplacers != NULL)
delete mReplacers;
if (mTree != NULL)
delete mTree;
if (mMaterialLibrary != NULL)
delete mMaterialLibrary;
}
std::string GetTreeType() {
return "h" + MaterialAbbreviation<T>()() +
(mReduceMaterials ? mQuantizer->GetQuantizerDescriptor() : "");
}
protected:
bool MaterialHasDefaults() const { return !DefaultMaterials<T>()().empty(); }
MaterialLibraryTree<T, Comparer, T::CHANNELSPERPIXEL>* CreateTree(unsigned8 depth) const
{
return new MaterialLibraryTree<T, Comparer, T::CHANNELSPERPIXEL>(depth);
}
MaterialLibraryTree<T, Comparer, T::CHANNELSPERPIXEL>* CreateTree(unsigned8 depth, MaterialLibrary<T, Comparer, T::CHANNELSPERPIXEL>* lib) const
{
return new MaterialLibraryTree<T, Comparer, T::CHANNELSPERPIXEL>(depth, lib);
}
std::string GetSinglePassTreeFilename(glm::uvec3 coord)
{
char buffer[255];
sprintf(buffer, "%s_%u_(%u_%u_%u)", GetOutputFile().c_str(), GetTreeDepth(), coord.x, coord.y, coord.z);
return std::string(buffer);
}
bool UsePreprocessing() const override { return !MaterialHasDefaults(); }
void PreProcessNode(const glm::uvec3& coordinate, const T& mat) override { mSceneMaterials.push_back(mat); }
void PreProcessMissingNode(const glm::uvec3& coordinate, const T& mat) override { mSceneMaterials.push_back(mat); }
void FinalizeCurPreprocessPass(glm::uvec3 coord) override { CalculateUniqueSceneMaterials(); }
void InitTree() override
{
// Get scene materials if this is a material type that doesn't need preprocessing
if (mSceneMaterials.empty())
mSceneMaterials = DefaultMaterials<T>()();
if (mReduceMaterials)
{
// Quantize the scene materials
CalculateQuantizedMaterials();
// Store the quantized values in the mSceneMaterials
mSceneMaterials = std::vector<T>();
for (auto it = mReplacers->begin(); it != mReplacers->end(); it++)
mSceneMaterials.push_back(it->second);
CalculateUniqueSceneMaterials();
}
// Initialize the material library
Stopwatch watch; watch.Reset();
if (verbose) printf("Initializing the material library...");
mMaterialLibrary = new MaterialLibrary<T, Comparer, T::CHANNELSPERPIXEL>();
for (auto mat : mSceneMaterials)
mMaterialLibrary->AddMaterial(mat);
mMaterialLibrary->Finalize();
if (verbose) printf("Material library initialized in %u ms.\n", (int)(watch.GetTime() * 1000));
}
void FinalizeTree() override
{
Stopwatch watch;
if (!IsSinglePass())
{
// If this tree was constructred in steps, we should have cache files by now to build the main tree from
unsigned8 mainTreeDepth = GetTreeDepth();
unsigned8 subTreeDepth = GetSinglePassTreeDepth();
unsigned8 mainTreeLevel = mainTreeDepth - subTreeDepth;
mTree = CreateTree(GetTreeDepth(), mMaterialLibrary);
unsigned32 i = 1;
for (const glm::uvec3& coord : GetValidCoords())
{
if (verbose) printf("Reading subtree at %u / %u (%u, %u, %u) from cache...\n", i, (unsigned32)GetValidCoords().size(), coord.x, coord.y, coord.z);
MaterialLibraryTree<T, Comparer, T::CHANNELSPERPIXEL>* subTree = (MaterialLibraryTree<T, Comparer, T::CHANNELSPERPIXEL>*)OctreeLoader::ReadCache(GetTreeType(), GetSinglePassTreeDepth(), GetSinglePassTreeFilename(coord), verbose);
if (verbose) printf("Appending subtree...");
watch.Reset();
mTree->AppendAndMerge(coord, mainTreeLevel, subTree);
delete subTree;
if (verbose) printf("Subtree appended in %d ms.\n", (int)(watch.GetTime() * 1000));
i++;
}
mTree->ClearOrphans();
}
// Propagate the materials
watch.Reset();
if (verbose) printf("Propagating materials in the tree... ");
mTree->PropagateMaterials();
if (verbose) printf("Materials propagated in %d ms.\n", (int)(watch.GetTime() * 1000));
// Generate the material texture
watch.Reset();
if (verbose) printf("Generating material texture... ");
mTree->GetMaterialTexture();
if (verbose) printf("Material texture generated in %d ms\n", (int)(watch.GetTime() * 1000));
// Delete the cache files
if (!IsSinglePass())
{
for (const glm::uvec3& coord : GetValidCoords())
OctreeLoader::DeleteCache(GetTreeType(), GetSinglePassTreeDepth(), GetSinglePassTreeFilename(coord));
}
}
// Step to finalize the main tree (for example storing it to a file)
void TerminateTree() override
{
OctreeLoader::WriteCache(mTree, GetTreeType(), GetOutputFile(), verbose);
delete mTree;
mTree = NULL;
mSceneMaterials.clear();
if (mReplacers != NULL) delete mReplacers;
mReplacers = NULL;
}
bool CancelCurPassTree(const glm::uvec3& coord) override
{
return OctreeLoader::VerifyCache(GetTreeType(), GetSinglePassTreeDepth(), GetSinglePassTreeFilename(coord));
}
// Initialize the tree for the current pass.
void InitCurPassTree(glm::uvec3 coord) override
{
mTree = CreateTree(GetSinglePassTreeDepth(), mMaterialLibrary);
}
// Terminate the tree in the current pass. This means it should also be appended to the main tree and deleted
void FinalizeCurPassTree(glm::uvec3 coord) override
{
Stopwatch watch;
// Remove unused leafs and stuff
mTree->ClearOrphans();
// Convert the subtree to a DAG
if (verbose) printf("Converting subtree to DAG...\n");
watch.Reset();
mTree->ToDAG();
if (verbose) printf("Converting took %u ms.\n", (unsigned)(watch.GetTime() * 1000.0));
if (!IsSinglePass())
{
// Write the subtree to a cache file
OctreeLoader::WriteCache(mTree, GetTreeType(), GetSinglePassTreeFilename(coord), verbose);
delete mTree;
mTree = NULL;
}
}
// Should add a node to the current pass tree at the given coordinate and material
void AddNode(const glm::uvec3& coordinate, const T& mat) override
{
auto replacer = mat;
if (mReduceMaterials)
{
auto replacerPair = mReplacers->find(mat);
if (replacerPair != mReplacers->end())
replacer = replacerPair->second;
else
{
replacer = ParallelNearestFinder<T>()(mat, mSceneMaterials);
mReplacers->insert(std::make_pair(mat, replacer));
}
}
mTree->AddLeafNode(coordinate, replacer);
}
void AddMissingNode(const glm::uvec3& coordinate, const T& mat) override
{
if (!mTree->HasLeaf(coordinate))
AddNode(coordinate, mat);
}
std::vector<size_t> GetOctreeNodesPerLevel() override { return mTree->GetOctreeNodesPerLevel(); }
std::vector<size_t> GetNodesPerLevel() override { return mTree->GetNodesPerLevel(); }
void CalculateUniqueSceneMaterials() { CollectionHelper::Unique<T, Comparer>(mSceneMaterials); }
void CalculateQuantizedMaterials()
{
if (verbose) printf("Quantizing/merging %llu materials...", (unsigned64)(mSceneMaterials.size()));
Stopwatch watch; watch.Reset();
DebugQuantize();
mReplacers = mQuantizer->QuantizeMaterials(mSceneMaterials);
if (verbose) printf("Quantized materials in %d ms.\n", (int)(watch.GetTime() * 1000));
watch.Reset();
}
void DebugQuantize() {}
MaterialLibraryTree<T, Comparer, T::CHANNELSPERPIXEL>* mTree;
bool mReduceMaterials;
std::vector<T> mSceneMaterials;
MaterialLibrary<T, Comparer, T::CHANNELSPERPIXEL>* mMaterialLibrary;
std::map<T, T, Comparer>* mReplacers;
BaseQuantizer<T, Comparer>* mQuantizer;
};
//template<> void HierarchicalMaterialOctreeBuilder<Color, ColorCompare>::DebugQuantize()
//{
// std::vector<std::string> types = { "lab256", "lab1024", "lab4096", "lab16384" };
// for (std::string type : types)
// {
// printf("%s: ", type.c_str());
// BaseColorQuantizer* quantizer = ColorQuantizerFactory::Create(type);
// auto temp = quantizer->QuantizeMaterials(mSceneMaterials);
// delete temp;
// }
//}
template<> bool HierarchicalMaterialOctreeBuilder<SmallNormal, NormalCompare>::MaterialHasDefaults() const { return false; }
template<> void HierarchicalMaterialOctreeBuilder<ColorAndNormal, ColorAndNormalCompare>::PreProcessMissingNode(const glm::uvec3& coordinate, const ColorAndNormal& mat)
{
mSceneMaterials.push_back(mat);
}