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