1 | #ifndef _TerrainFrameListener_H__
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2 | #define _TerrainFrameListener_H__
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3 |
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4 | #include "CEGUIForwardRefs.h"
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5 | #include <Ogre.h>
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6 | #include <OgreKeyEvent.h>
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7 | #include <OgreEventListeners.h>
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8 | #include <OgreStringConverter.h>
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9 | #include <OgreException.h>
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10 | #include "VisibilityEnvironment.h"
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11 | #include "VisibilityManager.h"
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12 | #include "OgreTerrainContentGenerator.h"
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13 | #include "OgrePlatformQueryManager.h"
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14 |
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15 |
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16 | class TestCullingTerrainApplication;
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17 |
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18 |
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19 | using namespace Ogre;
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20 |
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21 | /** Struct storing walktrough statistics
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22 | */
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23 | struct WalkthroughStats
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24 | {
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25 | public:
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26 |
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27 | unsigned long mAccFps;
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28 | unsigned long mBestFps;
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29 | unsigned long mWorstFps;
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30 | unsigned long mAccTris;
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31 | unsigned long mAccQueryCulledNodes;
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32 | unsigned long mAccFrustumCulledNodes;
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33 | unsigned long mFrameCount;
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34 | unsigned long mAccRenderedNodes;
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35 |
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36 | WalkthroughStats():
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37 | mAccFps(0), mBestFps(0), mWorstFps(0), mAccTris(0),
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38 | mAccQueryCulledNodes(0), mAccFrustumCulledNodes(0),
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39 | mFrameCount(0), mAccRenderedNodes(0)
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40 | {}
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41 |
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42 | void Reset()
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43 | {
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44 | mAccFps = 0;
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45 | mBestFps = 0;
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46 | mWorstFps = 0;
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47 | mAccTris = 0;
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48 | mAccQueryCulledNodes = 0;
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49 | mAccFrustumCulledNodes = 0;
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50 | mFrameCount = mAccRenderedNodes = 0;
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51 | }
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52 |
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53 | void UpdateFrame(int currentFps,
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54 | int bestFps,
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55 | int worstFps,
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56 | int renderedTris,
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57 | int renderedNodes,
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58 | int queryCulledNodes,
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59 | int frustumCulledNodes)
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60 | {
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61 | mAccFps += currentFps;
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62 | mBestFps = bestFps;
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63 | mWorstFps = worstFps;
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64 |
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65 | // accumulated #triangles (M)
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66 | mAccTris += renderedTris / 1000;
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67 | mAccRenderedNodes += renderedNodes;
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68 | mAccQueryCulledNodes += queryCulledNodes;
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69 | mAccFrustumCulledNodes += frustumCulledNodes;
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70 |
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71 | ++ mFrameCount;
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72 | }
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73 |
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74 | void Print(std::ostream &d, const std::string &algorithmName) const
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75 | {
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76 | // compuate average fps and triangle count
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77 | float avgFps = (float)mAccFps / (float)mFrameCount;
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78 | float avgTris = (float)mAccTris / (float)mFrameCount;
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79 | float avgFrustumCulledNodes = 0;
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80 | float avgRenderedNodes = 0;
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81 | float avgQueryCulledNodes = 0;
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82 |
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83 | if (mFrameCount != 0)
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84 | {
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85 | avgFrustumCulledNodes = (float)mAccFrustumCulledNodes / (float)mFrameCount;
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86 | avgQueryCulledNodes = (float)mAccQueryCulledNodes / (float)mFrameCount;
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87 | avgRenderedNodes = (float)mAccRenderedNodes / (float) mFrameCount;
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88 | }
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89 |
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90 | //-- write out stats for recorded walkthrough
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91 | d << "Algorithm: " << algorithmName << "\n"
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92 | << "avg. FPS: " << avgFps << "\n"
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93 | << "best FPS: " << mBestFps << "\n"
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94 | << "worst FPS: " << mWorstFps << "\n"
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95 | << "#frames: " << mFrameCount << "\n"
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96 | << "avg. #triangles: " << avgTris << " M\n"
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97 | << "avg. #query culled nodes: " << avgFrustumCulledNodes << "\n"
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98 | << "avg. #frustum culled nodes: " << avgQueryCulledNodes << "\n"
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99 | << "avg. #rendered nodes: " << avgRenderedNodes << "\n";
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100 | }
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101 |
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102 | };
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103 |
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104 | /** Frame listener specialised for terrains.
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105 | */
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106 | class TerrainFrameListener: public FrameListener, public MouseListener,
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107 | public MouseMotionListener, public KeyListener
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108 | {
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109 | public:
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110 |
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111 | TerrainFrameListener(RenderWindow* win,
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112 | Camera* cam,
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113 | SceneManager *sceneManager,
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114 | CEGUI::Renderer *renderer,
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115 | TerrainContentGenerator *contentGenerator,
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116 | Camera *vizCamera,
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117 | SceneNode *camNode,
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118 | Light *sunLight,
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119 | TestCullingTerrainApplication *app);
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120 |
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121 | ~TerrainFrameListener();
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122 |
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123 | bool frameStarted(const FrameEvent& evt);
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124 | bool frameEnded(const FrameEvent& evt);
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125 |
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126 |
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127 | /* MouseListener callbacks. */
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128 | virtual void mouseClicked(MouseEvent* e) { }
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129 | virtual void mouseEntered(MouseEvent* e) { }
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130 | virtual void mouseExited(MouseEvent* e) { }
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131 |
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132 | // This is when the mouse button goes DOWN.
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133 | void mousePressed(MouseEvent* e);
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134 |
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135 | // This is when the mouse button is let UP.
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136 | void mouseReleased(MouseEvent* e);
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137 |
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138 | /* MouseMotionListener callbacks */
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139 | void mouseMoved(MouseEvent *e);
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140 |
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141 | // This is when the mouse is clicked, held and dragged.
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142 | void mouseDragged(MouseEvent *e);
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143 |
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144 | void mouseDragDropped(MouseEvent *e);
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145 | void keyPressed(KeyEvent* e);
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146 |
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147 | void keyReleased(KeyEvent* e);
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148 | void keyClicked(KeyEvent* e);
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149 |
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150 | /** The information about camera position and orienation per frame.
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151 | */
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152 | typedef struct
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153 | {
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154 | Vector3 position;
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155 | Quaternion orientation;
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156 | Real timeElapsed;
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157 | Real fps;
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158 | } frame_info;
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159 |
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160 | typedef std::vector<frame_info> FrameInfoContainer;
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161 |
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162 | enum {WALKTHROUGH, REPLAY, STATE_NUM};
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163 |
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164 | // visualization modes for scene nodes
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165 | enum {
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166 | NODEVIZ_NONE,
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167 | NODEVIZ_RENDER_NODES,
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168 | NODEVIZ_RENDER_NODES_AND_CONTENT,
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169 | NODEVIZ_RENDER_PVS,
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170 | NODEVIZ_MODES_NUM};
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171 |
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172 | //enum {NODEVIZ_NONE, NODEVIZ_RENDER_GEOMETRY, NODEVIZ_MODES_NUM};
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173 |
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174 | void zoomVizCamera(int zoom);
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175 |
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176 | void addFrameInfo(FrameInfoContainer &frameInfos, SceneNode *camNode, Real timeElapsed);
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177 | void setCurrentFrameInfo(Real timeElapsed);
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178 |
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179 | void applyCurrentAlgorithm();
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180 |
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181 | void moveCamera();
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182 |
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183 | void writeFrames(const std::string filename, const FrameInfoContainer &frameInfo) const;
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184 | void loadFrames(const std::string filename, FrameInfoContainer &frameInfo);
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185 |
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186 | bool processUnbufferedKeyInput(const FrameEvent& evt);
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187 | bool processUnbufferedMouseInput(const FrameEvent& evt);
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188 |
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189 | void switchMouseMode();
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190 |
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191 | /** Shows the frame / algorithm statistics.
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192 | */
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193 | void showStats(bool show);
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194 |
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195 | /** Updates frame statistics and the frame statistics display.
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196 | */
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197 | void updateStats();
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198 |
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199 | /** Toggles whether help screen is shown or not.
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200 | */
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201 | void toggleShowHelp();
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202 |
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203 | /** Toggles whether shadows are shown or not.
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204 | */
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205 | void toggleShowShadows();
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206 | /** if camera stats (e.g, location, orientation, ...) should be displayed-
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207 | */
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208 | void toggleDisplayCameraDetails();
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209 | /** Takes screenshot of the current scene.
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210 | */
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211 | void takeScreenshot();
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212 | /** Takes one video frame.
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213 | */
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214 |
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215 | void showBoundingBoxes();
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216 | void takeVideoFrame(std::ofstream &ofstr);
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217 |
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218 | void nextSceneDetailLevel();
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219 | void nextFilter();
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220 | void nextAlgorithm();
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221 | void nextNodeVizMode();
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222 | void nextAppState();
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223 | void changeThreshold(int incr);
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224 | void changeAssumedVisibility(int incr);
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225 | void changeVizScale(const int incr);
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226 |
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227 | void setTestGeometryForVisibleLeaves(bool testGeometryForVisibleLeaves);
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228 |
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229 | void setTestGeometryBounds(bool testGeometryBounds);
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230 |
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231 | /** Shows visualization of octree hierarchy nodes.
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232 | */
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233 | void toggleShowOctree();
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234 |
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235 | /** Shows visualization of the view cells.
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236 | */
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237 | void toggleShowViewCells();
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238 |
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239 | /** Toggles between view cells / no view cells.
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240 | */
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241 | void toggleUseViewCells();
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242 |
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243 | /** Toggles whether we use the initial depth pass.
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244 | */
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245 | void toggleUseDepthPass();
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246 |
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247 | void toggleFlushQueue();
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248 |
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249 | /** Toggles whether the visualization is shown.
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250 | */
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251 | void toggleShowViz();
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252 |
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253 | /** Toggles whether the frames are recorded.
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254 | */
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255 | void toggleRecord();
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256 |
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257 | void changeFloorDist(const float incr);
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258 |
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259 | /** Applies visibility query. Collects the visible objects
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260 | and their visibility information.
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261 | @param fromPoint if query should be from point or from camera
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262 | @param relativeVisibility if query should return number of visible pixels or
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263 | the ratio visible / projected pixels.
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264 | @param useItemBuffer if item buffer should be used or occlusion queries
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265 | */
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266 | void applyVisibilityQuery(bool fromPoint, bool relativeVisibility, bool useItemBuffer);
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267 |
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268 | /** Shows result from visibility queries.
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269 | */
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270 | void toggleShowQueryStats();
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271 |
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272 | /** Sets the type of the objects generated in the scene.
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273 | */
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274 | void applyObjectType();
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275 |
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276 | void setAlgorithm(const int algorithm);
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277 |
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278 |
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279 | static String msAlgorithmCaptions[];
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280 | static String msApprevAlgorithmCaptions[];
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281 | static String msQueryTypeCaptions[];
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282 | static String msQueryRelativeVisCaptions[];
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283 | static String msQueryMethodCaptions[];
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284 | static Real msObjectTerrainOffsets[];
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285 | static Real msObjectScales[];
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286 | static String msObjectCaptions[];
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287 |
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288 | protected:
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289 |
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290 | void initHelpOverlayElement(String name, int top);
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291 | void initOverlayElement(OverlayElement **elInfo, String ext, String name,
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292 | int top, String caption);
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293 |
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294 | //-- initialise overlays
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295 | void initHelpOverlay();
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296 | void initVisStatsOverlay();
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297 | void initQueryOverlay();
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298 |
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299 | SceneManager *mSceneMgr; // A pointer to the scene manager
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300 |
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301 | CEGUI::Renderer *mGUIRenderer; // cegui renderer
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302 |
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303 | int mCurrentAlgorithm;
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304 | int mVisibilityThreshold;
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305 | int mAssumedVisibility;
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306 | /// the current frame number
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307 | int mCurrentFrame;
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308 | /// the current application state
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309 | int mAppState;
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310 | /// The number of objects on the screen
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311 | int mObjectCount;
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312 | /// visualization mode
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313 | int mNodeVizMode;
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314 | /// number of video frames
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315 | int mNumVideoFrames;
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316 | /// the newly created object
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317 | int m_iShowBoundingBoxes;
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318 | int m_iBoundingBoxLevel;
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319 | SceneNode *mCurrentObject;
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320 |
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321 | WalkthroughStats mWalkthroughStats;
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322 |
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323 | /// visualization scale
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324 | float mVizScale;
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325 |
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326 | ////////////////////////////////////////////////////////////////////////
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327 |
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328 | /** HACK for recording demo:
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329 | 1) the walkthrough must be recorded.
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330 | 2) the walktrough must be replayed using the different options, e.g., CHC
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331 | with the mSavePrecomputedFps (key "E") option. This saves the frame rates
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332 | for the different methods.
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333 | 3) the walkthrough must then be replayed with the mRecordDemo (KEY "M") options turned on.
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334 | for the video recording we are using FRAPS.
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335 | */
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336 |
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337 | /// the currently interpolated FPS
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338 | float mPrecomputedFps;
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339 | /// saves the precomputed fps for the different methods.
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340 | bool mSavePrecomputedFps;
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341 | /// displayes the precomputed fps
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342 | bool mRecordDemo;
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343 |
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344 | ////////////////////////////////////////////////////////////////////////////
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345 |
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346 |
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347 | OverlayElement *mAlgorithmInfo;
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348 | OverlayElement *mThresholdInfo;
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349 | OverlayElement *mAssumedVisibilityInfo;
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350 | OverlayElement *mFrustumCulledNodesInfo;
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351 | OverlayElement *mQueryCulledNodesInfo;
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352 | OverlayElement *mTraversedNodesInfo;
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353 | OverlayElement *mHierarchyNodesInfo;
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354 | OverlayElement *mTestGeometryForVisibleLeavesInfo;
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355 | OverlayElement *mUseDepthPassInfo;
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356 | OverlayElement *mRenderedNodesInfo;
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357 | OverlayElement *mObjectsCountInfo;
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358 | OverlayElement *mQueriesIssuedInfo;
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359 | OverlayElement *mDelayedQueriesIssuedInfo;
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360 | OverlayElement *mDelayedTraversedNodesInfo;
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361 | OverlayElement *mCurrentObjectTypeInfo;
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362 | OverlayElement *mViewCellsInfo;
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363 |
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364 | OverlayElement *mMyStatsAlgorithmInfo;
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365 | OverlayElement *mMyStatsFpsInfo;
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366 |
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367 | OverlayElement *mMyLoadingInfo;
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368 |
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369 | OverlayElement *mQueryTypeInfo;
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370 | OverlayElement *mQueryVisibleNodesInfo;
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371 | OverlayElement *mQueryVisibleGeometryInfo;
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372 | OverlayElement *mQueryVisiblePatchInfo;
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373 |
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374 | OverlayElement *mQueryVisiblityInfo;
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375 | OverlayElement *mQueryNodeVisibilityInfo;
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376 | OverlayElement *mQueryGeometryVisibilityInfo;
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377 | OverlayElement *mQueryPatchVisibilityInfo;
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378 |
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379 | RayQueryExecutor *mRayQueryExecutor;
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380 | TerrainContentGenerator *mTerrainContentGenerator;
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381 |
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382 | bool mTestGeometryForVisibleLeaves;
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383 | bool mTestGeometryBounds;
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384 |
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385 | bool mShowOctree;
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386 | bool mShowViewCells;
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387 | bool mUseDepthPass;
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388 | bool mFlushQueue;
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389 | bool mShowVisualization;
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390 | bool mCullCamera;
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391 | bool mRecordFrames;
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392 | bool mShowShadows;
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393 | bool mVisualizeCulledNodes;
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394 | bool mShowHelp;
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395 | bool mStatsOn;
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396 |
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397 |
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398 | ////////
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399 | //-- true if the mouse buttons are down
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400 |
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401 | bool mLMouseDown;
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402 | bool mRMouseDown;
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403 | bool mShutdownRequested;
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404 | bool mDisplayCameraDetails;
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405 | bool mUseItemBuffer;
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406 | bool mUseAnimation;
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407 |
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408 |
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409 | int mItemBufferMode;
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410 |
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411 | Real mVizCameraHeight;
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412 |
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413 | Camera *mVizCamera;
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414 | SceneNode *mCamNode;
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415 |
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416 | /// Per frame data stored for a walkthrough
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417 | FrameInfoContainer mFrameInfo;
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418 | /// HACK for demo
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419 | FrameInfoContainer mPrecomputedFpsFrameInfo;
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420 |
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421 | Real mReplayTimeElapsed;
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422 | InputReader* mInputDevice;
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423 | Camera* mCamera;
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424 |
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425 | Vector3 mTranslateVector;
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426 | RenderWindow* mWindow;
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427 |
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428 | unsigned int mNumScreenShots;
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429 | int mSceneDetailIndex;
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430 | int mAniso;
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431 |
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432 | float mMoveScale;
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433 | Degree mRotScale;
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434 |
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435 | // just to stop toggles flipping too fast
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436 | Real mTimeDelay;
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437 | Radian mRotX, mRotY;
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438 | TextureFilterOptions mFiltering;
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439 |
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440 | Real mMoveSpeed;
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441 | Degree mRotateSpeed;
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442 |
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443 | Overlay* mDebugOverlay;
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444 | Overlay* mHelpOverlay;
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445 | Overlay* mCullStatsOverlay;
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446 | Overlay* mQueryOverlay;
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447 | Overlay* mMyStatsOverlay;
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448 | Overlay *mLoadingOverlay;
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449 |
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450 | Light *mSunLight;
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451 | GtpVisibility::VisibilityManager *mVisibilityManager;
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452 | EventProcessor* mEventProcessor;
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453 |
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454 | bool mShiftPressed;
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455 | bool mShowQueryStats;
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456 |
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457 | PlatformQueryManager *mQueryManager;
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458 |
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459 | float mDelayedQueriesIssued;
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460 | float mDelayedTraversedNodes;
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461 |
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462 | int mCurrentObjectType;
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463 |
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464 | bool mDeleteObjects;
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465 | bool mRecordVideo;
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466 |
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467 | Timer *mTimer;
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468 | long mTimeFrameEnded;
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469 | long mTimeFrameStarted;
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470 | float mPureRenderTimeFps;
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471 | TestCullingTerrainApplication *mApplication;
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472 |
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473 | bool mUseBufferedInputMouse;
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474 |
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475 | bool mUseViewCells;
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476 | bool mViewCellsLoaded;
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477 |
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478 | float mFloorDist;
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479 |
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480 | int mMoveFactor;
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481 | };
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482 |
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483 |
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484 | #endif //_TerrainFrameListener_H__ |
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