Files
CDAG/Research/core/Voxelizer/BaseVoxelizer.h

29 lines
1.5 KiB
C++

#pragma once
#include <functional>
#include <vector>
#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<glm::uvec3> 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<void(const VoxelInfo&, bool best)>& nodeAdder,
bool colors = true, bool normals = true, bool reflectivity = true) = 0;
virtual void Voxelize(unsigned8 scale, const std::function<void(const VoxelInfo&, bool best)>& nodeAdder) { Voxelize(scale, scale, glm::uvec3(0), nodeAdder); }
};