source: branches/VUT/0.3/obsolete/OcclusionCullingSceneManager/TestCullingTerrain/TestCullingTerrainApplication.h @ 55

Revision 55, 3.5 KB checked in by mattausch, 20 years ago (diff)

added TerrainContentGenerator?

Line 
1/**
2    \file
3        TestCullingTerrainApplication.h
4*/
5#include "CEGUIForwardRefs.h"
6#include "ExampleApplication.h"
7#include "OgreOcclusionCullingSceneTraverser.h"
8#include "TerrainContentGenerator.h"
9
10Real timeDelay = 0;
11#define KEY_PRESSED(_key,_timeDelay, _macro) \
12{ \
13    if (mInputDevice->isKeyDown(_key) && timeDelay <= 0) \
14{ \
15    timeDelay = _timeDelay; \
16    _macro ; \
17} \
18}
19
20String mCurrentAlgorithmCaptions[OcclusionCullingSceneTraverser::NUM_RENDERMODES] =
21{
22    "Cull Frustum",
23        "Stop and Wait",
24        "Coherent Occlusion Culling"
25};
26
27class MouseQueryListener : public ExampleFrameListener, public MouseListener, public MouseMotionListener
28{
29public:
30
31    MouseQueryListener(RenderWindow* win, Camera* cam, SceneManager *sceneManager,
32                CEGUI::Renderer *renderer, RayQueryExecutor *rqe);
33
34
35    ~MouseQueryListener( );
36
37        bool frameStarted(const FrameEvent& evt);
38        bool frameEnded(const FrameEvent& evt);
39
40    /* MouseListener callbacks. */
41    virtual void mouseClicked(MouseEvent* e) { }
42    virtual void mouseEntered(MouseEvent* e) { }
43    virtual void mouseExited(MouseEvent* e)  { }
44
45    // This is when the mouse button goes DOWN.
46    virtual void mousePressed(MouseEvent* e);
47
48    // This is when the mouse button is let UP.
49    virtual void mouseReleased(MouseEvent* e);
50
51    /* MouseMotionListener callbacks */
52    virtual void mouseMoved (MouseEvent *e);
53   
54    // This is when the mouse is clicked, held and dragged.
55    virtual void mouseDragged (MouseEvent *e);
56
57    void keyPressed(KeyEvent* e);
58
59        void keyReleased(KeyEvent* e);
60        void keyClicked(KeyEvent* e);
61
62        void changeAlgorithm();
63        void changeThreshold(int incr);
64        void changeStats();
65
66protected:
67    bool mLMouseDown, mRMouseDown;     // True if the mouse buttons are down
68    SceneManager *mSceneMgr;           // A pointer to the scene manager
69   
70        CEGUI::Renderer *mGUIRenderer;     // cegui renderer
71       
72        bool mShutdownRequested;
73        int mCurrentAlgorithm;
74        int mThreshold;
75
76        OverlayElement *mAlgorithmInfo;
77        OverlayElement *mThresholdInfo;
78        OverlayElement *mFrustumCulledNodesInfo;
79        OverlayElement *mQueryCulledNodesInfo;
80    OverlayElement *mTraversedNodesInfo;
81        OverlayElement *mHierarchyNodesInfo;
82        OverlayElement *mSceneNodesInfo;
83        OverlayElement *mRenderedNodesInfo;
84
85        SceneNode *mCurrentObject;         // The newly created object
86        RaySceneQuery *mRaySceneQuery;     // The ray scene query pointer
87        int mCount;                        // The number of robots on the screen
88
89        RayQueryExecutor *mRayQueryExecutor;
90};
91
92
93class TestCullingTerrainApplication : public ExampleApplication
94{
95public:
96        ~TestCullingTerrainApplication();
97
98protected:
99        void createScene(void);
100        void createFrameListener(void);
101        void setupGui(void);
102        virtual void createCamera(void);
103
104        /**
105                generates a new scene object
106                @param tranlationRatio ratio between minimal and maximal possible translation
107                @param rotationRatio ratio between minimal and maximal possible rotation
108                @idx the index of the new object
109                @entName the name of the object entity
110        */
111        void generateSceneObject(const Vector3 &translationRatio, const Vector3 &rotationRatio,
112                                                         const int idx, const String &entName);
113
114        CEGUI::OgreCEGUIRenderer *mGUIRenderer;
115        CEGUI::System *mGUISystem;
116        RayQueryExecutor *mRayQueryExecutor;
117        TerrainContentGenerator *mTerrainContentGenerator;
118
119        Vector3 mMinTranslation;
120        Vector3 mMaxTranslation;
121
122        Vector3 mMinAngle;
123        Vector3 mMaxAngle;
124
125private:
126        void chooseSceneManager(void);
127};
128
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