source: trunk/VUT/OcclusionCullingSceneManager/TestCulling/TestCullingApplication.h @ 32

Revision 32, 3.1 KB checked in by gametools, 19 years ago (diff)
Line 
1/**
2    \file
3        TestCullingApplication.h
4*/
5#include "CEGUIForwardRefs.h"
6#include "ExampleApplication.h"
7#include "OgreOcclusionCullingSceneManager.h"
8#include "OgreOcclusionCullingSceneTraverser.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, CEGUI::Renderer *renderer,
32                                           SceneNode* shipNode);
33
34
35    ~MouseQueryListener( )
36    {
37    }
38
39        bool frameEnded(const FrameEvent& evt);
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    SceneNode *mCurrentObject;         // The newly created object
70    CEGUI::Renderer *mGUIRenderer;     // cegui renderer
71        SceneNode* mShipNode;
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
82};
83
84
85class TestCullingApplication : public ExampleApplication
86{
87public:
88    /*TestCullingApplication()
89    {
90    }*/
91
92protected:
93        void createScene(void);
94        void createFrameListener(void);
95
96        CEGUI::OgreCEGUIRenderer *mGUIRenderer;
97        CEGUI::System *mGUISystem;
98
99private:
100        void chooseSceneManager(void);
101
102        Entity* mShip;
103        SceneNode* mShipNode;
104
105/*    String mQuakePk3;
106    String mQuakeLevel;
107
108    // Override resource sources (include Quake3 archives)
109    void setupResources(void)
110    {
111
112        // Load Quake3 locations from a file
113        ConfigFile cf;
114
115        cf.load("quake3settings.cfg");
116
117        mQuakePk3 = cf.getSetting("Pak0Location");
118        mQuakeLevel = cf.getSetting("Map");
119
120                ExampleApplication::setupResources();
121        ResourceManager::addCommonArchiveEx(mQuakePk3, "Zip");
122
123    }*/
124};
125
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