source: GTP/trunk/App/Demos/Vis/HillyTerrain/OGRE/TerrainFrameListener.h @ 1271

Revision 1271, 12.2 KB checked in by mattausch, 18 years ago (diff)

removed the visibility env, now explicitly giving the view cells as argument

RevLine 
[133]1#ifndef _TerrainFrameListener_H__
2#define _TerrainFrameListener_H__
[115]3
4#include "CEGUIForwardRefs.h"
5#include <Ogre.h>
6#include <OgreKeyEvent.h>
7#include <OgreEventListeners.h>
8#include <OgreStringConverter.h>
9#include <OgreException.h>
10#include "VisibilityEnvironment.h"
[130]11#include "VisibilityManager.h"
[115]12#include "OgreTerrainContentGenerator.h"
[151]13#include "OgrePlatformQueryManager.h"
[115]14
[173]15
[160]16class TestCullingTerrainApplication;
17
18
[115]19using namespace Ogre;
20
[259]21/** Struct storing walktrough statistics
22*/
23struct WalkthroughStats
24{
25public:
[115]26
[259]27        unsigned long mAccFps;
28        unsigned long mBestFps;
29        unsigned long mWorstFps;
30        unsigned long mAccTris;
31        unsigned long mAccQueryCulledNodes;
32        unsigned long mAccFrustumCulledNodes;
33        unsigned long mFrameCount;
34        unsigned long mAccRenderedNodes;
35       
36        WalkthroughStats():
37        mAccFps(0), mBestFps(0), mWorstFps(0), mAccTris(0),
38        mAccQueryCulledNodes(0), mAccFrustumCulledNodes(0),
39        mFrameCount(0), mAccRenderedNodes(0)
40        {}
[254]41
[259]42        void Reset()
43        {
44                mAccFps = mBestFps = mWorstFps = mAccTris = mAccQueryCulledNodes = mAccFrustumCulledNodes = mFrameCount = mAccRenderedNodes = 0;
45        }
46
47        void UpdateFrame(int currentFps, int bestFps, int worstFps, int renderedTris, int renderedNodes, int queryCulledNodes, int frustumCulledNodes)
48        {
49                mAccFps += currentFps;
50                mBestFps = bestFps;
51                mWorstFps = worstFps;
52
53                // accumulated #triangles (M)
54                mAccTris += renderedTris / 1000;
55                mAccRenderedNodes += renderedNodes;
56                mAccQueryCulledNodes += queryCulledNodes;
57                mAccFrustumCulledNodes += frustumCulledNodes;
58       
59                ++ mFrameCount;
60        }
61
62        void Print(std::ostream &d, const std::string &algorithmName) const
63        {
64                // compuate average fps and triangle count
65                float avgFps = (float)mAccFps / (float)mFrameCount;
66                float avgTris = (float)mAccTris / (float)mFrameCount;
67                float avgFrustumCulledNodes = 0;
68                float avgRenderedNodes = 0;
69                float avgQueryCulledNodes = 0;
70               
71                if (mFrameCount != 0)
72                {
73                        avgFrustumCulledNodes = (float)mAccFrustumCulledNodes / (float)mFrameCount;
74                        avgQueryCulledNodes  = (float)mAccQueryCulledNodes / (float)mFrameCount;
75                        avgRenderedNodes = (float)mAccRenderedNodes / (float) mFrameCount;
76                }
77
78                //-- write out stats for recorded walkthrough
79                d << "Algorithm: " << algorithmName << "\n"
80                        << "avg. FPS: " << avgFps << "\n"
81                        << "best FPS: " << mBestFps << "\n"
82                        << "worst FPS: " << mWorstFps << "\n"
[723]83                        << "#frames: " << mFrameCount << "\n"
[259]84                        << "avg. #triangles: " << avgTris << " M\n"
85                        << "avg. #query culled nodes: " << avgFrustumCulledNodes << "\n"
86                        << "avg. #frustum culled nodes: " << avgQueryCulledNodes << "\n"
87                        << "avg. #rendered nodes: " << avgRenderedNodes << "\n";
88        }
89
90};
91
[161]92/** Frame listener specialised for terrains.
[115]93*/
[161]94class TerrainFrameListener: public FrameListener, public MouseListener,
95                                                        public MouseMotionListener, public KeyListener
[115]96{
97public:
98       
[160]99   TerrainFrameListener(RenderWindow* win,
100                                                Camera* cam,
101                                                SceneManager *sceneManager,
102                                                CEGUI::Renderer *renderer,
103                                                TerrainContentGenerator *contentGenerator,
104                                                Camera *vizCamera,
105                                                SceneNode *camNode,
106                                                Light *sunLight,
107                                                TestCullingTerrainApplication *app);
[115]108
[133]109   ~TerrainFrameListener();
[115]110
111   bool frameStarted(const FrameEvent& evt);
112   bool frameEnded(const FrameEvent& evt);
[417]113     
[115]114
115   /* MouseListener callbacks. */
116   virtual void mouseClicked(MouseEvent* e) { }
117   virtual void mouseEntered(MouseEvent* e) { }
118   virtual void mouseExited(MouseEvent* e)  { }
119
120   // This is when the mouse button goes DOWN.
[161]121   void mousePressed(MouseEvent* e);
[115]122
123   // This is when the mouse button is let UP.
[161]124   void mouseReleased(MouseEvent* e);
[115]125
126   /* MouseMotionListener callbacks */
[161]127   void mouseMoved(MouseEvent *e);
[115]128   
129   // This is when the mouse is clicked, held and dragged.
[161]130   void mouseDragged(MouseEvent *e);
[115]131
[161]132   void mouseDragDropped(MouseEvent *e);
[115]133   void keyPressed(KeyEvent* e);
134
135   void keyReleased(KeyEvent* e);
136   void keyClicked(KeyEvent* e);
137 
[161]138   /** The information about camera position and orienation per frame.
139   */
[115]140   typedef struct
141   {
142           Vector3 position;
143           Quaternion orientation;
144           Real timeElapsed;
[254]145           Real fps;
[115]146   } frame_info;
147
[254]148   typedef std::vector<frame_info> FrameInfoContainer;
149
[115]150   enum  {WALKTHROUGH, REPLAY, STATE_NUM};
151
152   // visualization modes for scene nodes
[723]153   enum {
154                 NODEVIZ_NONE,
155                 NODEVIZ_RENDER_NODES,
156                 NODEVIZ_RENDER_NODES_AND_CONTENT,
157                 NODEVIZ_MODES_NUM};
158
[115]159   //enum {NODEVIZ_NONE, NODEVIZ_RENDER_GEOMETRY, NODEVIZ_MODES_NUM};
160
[173]161   void zoomVizCamera(int zoom);
[115]162       
[254]163   void addFrameInfo(FrameInfoContainer &frameInfos, SceneNode *camNode, Real timeElapsed);
[115]164   void setCurrentFrameInfo(Real timeElapsed);
165
[1271]166   void applyCurrentAlgorithm();
[115]167
168   void moveCamera();
169
[723]170   void writeFrames(const std::string filename, const FrameInfoContainer &frameInfo) const;
171   void loadFrames(const std::string filename, FrameInfoContainer &frameInfo);
[115]172
173    bool processUnbufferedKeyInput(const FrameEvent& evt);
174    bool processUnbufferedMouseInput(const FrameEvent& evt);
175
[723]176        void switchMouseMode();
177       
[254]178        /** Shows the frame / algorithm statistics.
179        */
[120]180    void showStats(bool show);
[115]181
[254]182        /** Updates frame statistics and the frame statistics display.
183        */
[120]184        void updateStats();
185
[867]186        /** Toggles whether help screen is shown or not.
[254]187        */
[120]188        void toggleShowHelp();
[254]189       
[867]190        /** Toggles whether shadows are shown or not.
[254]191        */
[139]192        void toggleShowShadows();
[867]193        /** if camera stats (e.g, location, orientation, ...) should be displayed-
194        */
[120]195        void toggleDisplayCameraDetails();
[254]196        /** Takes screenshot of the current scene.
197        */
[164]198        void takeScreenshot();
[254]199        /** Takes one video frame.
200        */
201        void takeVideoFrame(std::ofstream &ofstr);
202
[120]203        void nextSceneDetailLevel();
204        void nextFilter();
205        void nextAlgorithm();
206        void nextNodeVizMode();
207        void nextAppState();
208    void changeThreshold(int incr);
[146]209        void changeAssumedVisibility(int incr);
[723]210        void changeVizScale(const int incr);
[187]211        void setTestGeometryForVisibleLeaves(bool testGeometryForVisibleLeaves);
[254]212        /** Shows octree hierarchy of the scene.
213        */
[120]214        void toggleShowOctree();
[901]215        /** Toggles between view cells / no view cells.
216        */
217        void toggleUseViewCells();
218
219        void toggleUseVisibilityFilter();
220
[867]221        /** Toggles whether we use the initial depth pass.
[254]222        */
[120]223        void toggleUseDepthPass();
[867]224        /** Toggles whether the visualization is shown.
[343]225        */
[120]226        void toggleShowViz();
[867]227        /** Toggles whether the frames are recorded.
[254]228        */
[120]229        void toggleRecord();
230
[133]231        /** Applies visibility query. Collects the visible objects
232                and their visibility information.
[154]233                @param fromPoint if query should be from point or from camera
234                @param relativeVisibility if query should return number of visible pixels or
235                the ratio visible / projected pixels.
236                @param useItemBuffer if item buffer should be used or occlusion queries
[133]237        */
[160]238        void applyVisibilityQuery(bool fromPoint, bool relativeVisibility, bool useItemBuffer);
[130]239
[254]240        /** Shows result from visibility queries.
241        */
[135]242        void toggleShowQueryStats();
243
[160]244        /** Sets the type of the objects generated in the scene.
245        */
[1271]246        void applyObjectType();
[160]247
[1271]248        void setAlgorithm(const int algorithm);
249
250
[173]251        static String msAlgorithmCaptions[];
[723]252        static String msApprevAlgorithmCaptions[];
[173]253        static String msQueryTypeCaptions[];
254        static String msQueryRelativeVisCaptions[];
255        static String msQueryMethodCaptions[];
256        static Real msObjectTerrainOffsets[];
257        static Real msObjectScales[];
258        static String msObjectCaptions[];
259
[115]260protected:
261
[160]262        void initHelpOverlayElement(String name, int top);
[173]263        void initOverlayElement(OverlayElement **elInfo, String ext, String name,
264                                                        int top, String caption);
[160]265
266        //-- initialise overlays
267        void initHelpOverlay();
268        void initVisStatsOverlay();
269        void initQueryOverlay();
[115]270       
[120]271        SceneManager *mSceneMgr;           // A pointer to the scene manager
[115]272   
273        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
274       
275        int mCurrentAlgorithm;
276        int mVisibilityThreshold;
[146]277        int mAssumedVisibility;
[254]278        /// the current frame number
[120]279        int mCurrentFrame;
[254]280        /// the current application state
[120]281        int mAppState;
[254]282        /// The number of objects on the screen
[120]283        int mObjectCount;           
[254]284        /// visualization mode
[120]285        int mNodeVizMode;
[254]286        /// number of video frames
287        int mNumVideoFrames;
288        /// the newly created object
289        SceneNode *mCurrentObject;   
[259]290
291        WalkthroughStats mWalkthroughStats;
292
[723]293        /// visualization scale
294        float mVizScale;
[259]295
[723]296        ////////////////////////////////////////////////////////////////////////
297
298        /** HACK for recording demo:
299                1) the walkthrough must be recorded.
300                2) the walktrough must be replayed using the different options, e.g., CHC
[915]301                   with the mSavePrecomputedFps (key "E") option. This saves the frame rates
[723]302                   for the different methods.
[915]303            3) the walkthrough must then be replayed with the mRecordDemo (KEY "M") options turned on.
[723]304                   for the video recording we are using FRAPS.
305        */
306
307        /// the currently interpolated FPS
308        float mPrecomputedFps;
309        /// saves the precomputed fps for the different methods.
310        bool mSavePrecomputedFps;
311        /// displayes the precomputed fps
312        bool mRecordDemo;
313       
314        ////////////////////////////////////////////////////////////////////////////
315
316
[115]317        OverlayElement *mAlgorithmInfo;
318        OverlayElement *mThresholdInfo;
[146]319        OverlayElement *mAssumedVisibilityInfo;
[115]320        OverlayElement *mFrustumCulledNodesInfo;
321        OverlayElement *mQueryCulledNodesInfo;
322    OverlayElement *mTraversedNodesInfo;
323        OverlayElement *mHierarchyNodesInfo;
[155]324        OverlayElement *mTestGeometryForVisibleLeavesInfo;
[115]325        OverlayElement *mUseDepthPassInfo;
326        OverlayElement *mRenderedNodesInfo;
[160]327        OverlayElement *mObjectsCountInfo;
[115]328        OverlayElement *mQueriesIssuedInfo;
[155]329        OverlayElement *mDelayedQueriesIssuedInfo;
330        OverlayElement *mDelayedTraversedNodesInfo;
[160]331        OverlayElement *mCurrentObjectTypeInfo;
[945]332        OverlayElement *mViewCellsInfo;
[115]333
[723]334        OverlayElement *mMyStatsAlgorithmInfo;
335        OverlayElement *mMyStatsFpsInfo;
336
[945]337        OverlayElement *mMyLoadingInfo;
338       
[135]339        OverlayElement *mQueryTypeInfo;
340        OverlayElement *mQueryVisibleNodesInfo;
[159]341        OverlayElement *mQueryVisibleGeometryInfo;
342        OverlayElement *mQueryVisiblePatchInfo;
343
[135]344        OverlayElement *mQueryVisiblityInfo;
345        OverlayElement *mQueryNodeVisibilityInfo;
346        OverlayElement *mQueryGeometryVisibilityInfo;
[159]347        OverlayElement *mQueryPatchVisibilityInfo;
[161]348        //OverlayElement *mHelpInfo;
[135]349
[115]350        RayQueryExecutor *mRayQueryExecutor;
351        TerrainContentGenerator *mTerrainContentGenerator;
352
[155]353        bool mTestGeometryForVisibleLeaves;
[115]354        bool mShowOctree;
355        bool mUseDepthPass;
356        bool mShowVisualization;
357        bool mCullCamera;
[254]358        bool mRecordFrames;
[139]359        bool mShowShadows;
[120]360        bool mVisualizeCulledNodes;
361        bool mShowHelp;
362        bool mStatsOn;
[723]363        bool mLMouseDown;
364        bool mRMouseDown;     // True if the mouse buttons are down
[120]365        bool mShutdownRequested;
366        bool mDisplayCameraDetails;
[159]367        bool mUseItemBuffer;
[161]368        bool mUseAnimation;
[174]369       
370        int mItemBufferMode;
[159]371
[115]372        Real mVizCameraHeight;
373
374        Camera *mVizCamera;
375        SceneNode *mCamNode;
376       
[254]377        /// Per frame data stored for a walkthrough
378        FrameInfoContainer mFrameInfo;
[723]379        /// HACK for demo
380        FrameInfoContainer mPrecomputedFpsFrameInfo;
[254]381       
[160]382        Real mReplayTimeElapsed;
[115]383        //EventProcessor* mEventProcessor;
384    InputReader* mInputDevice;
385    Camera* mCamera;
386
387    Vector3 mTranslateVector;
388    RenderWindow* mWindow;
[120]389   
[115]390        unsigned int mNumScreenShots;
[120]391    int mSceneDetailIndex;
392        int mAniso;
393
394        float mMoveScale;
[115]395    Degree mRotScale;
[164]396
[115]397    // just to stop toggles flipping too fast
[120]398    Real mTimeDelay;
[115]399    Radian mRotX, mRotY;
400    TextureFilterOptions mFiltering;
[120]401 
402        Real mMoveSpeed;
[115]403    Degree mRotateSpeed;
[120]404   
405        Overlay* mDebugOverlay;
406        Overlay* mHelpOverlay;
407        Overlay* mCullStatsOverlay;
[135]408        Overlay* mQueryOverlay;
[723]409        Overlay* mMyStatsOverlay;
[945]410        Overlay *mLoadingOverlay;
[121]411
412        Light *mSunLight;
[130]413        GtpVisibility::VisibilityManager *mVisibilityManager;
414        EventProcessor* mEventProcessor;
415       
[133]416        bool mShiftPressed;
[135]417        bool mShowQueryStats;
[259]418       
[133]419        //bool mUseBufferedInputKeys, mUseBufferedInputMouse, mInputTypeSwitchingOn;
[151]420        PlatformQueryManager *mQueryManager;
[155]421
422        float mDelayedQueriesIssued;
423        float mDelayedTraversedNodes;
[159]424
[160]425        int mCurrentObjectType;
[945]426       
[164]427        bool mDeleteObjects;
[254]428        bool mRecordVideo;
[164]429
[254]430        Timer *mTimer;
431        long mTimeFrameEnded;
432        long mTimeFrameStarted;
433        float mPureRenderTimeFps;
[160]434        TestCullingTerrainApplication *mApplication;
[417]435
436        bool mUseBufferedInputMouse;
[901]437       
438        bool mUseViewCells;
[937]439        bool mViewCellsLoaded;
[901]440        bool mUseVisibilityFilter;
[115]441};
442
443
[133]444#endif //_TerrainFrameListener_H__
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